light_world.lua/lib/shaders/postshaders
Tim Anema 7fe549a01a optimizations to say the least
-cut out complicated light angle calulations and instead put in a arc
stencil
-stenciled the range of each light to optimize the shader drawing
-refactors postshaders to user proper love variables
-minimized amount of canvases
-added better functionality to my canvas util
-refactored blurring to be in one place
2014-12-19 22:54:29 -05:00
..
black_and_white.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
blurh.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
blurv.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
chromatic_aberration.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
contrast.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
curvature.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
edges.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
four_colors.glsl trying out some new postshaders from mari0, fixed a couple bugs 2014-10-08 08:55:05 -04:00
hdr_tv.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
monochrome.glsl trying out some new postshaders from mari0, fixed a couple bugs 2014-10-08 08:55:05 -04:00
phosphor.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
phosphorish.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
pip.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
pixellate.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
radialblur.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
scanlines.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00
tilt_shift.glsl made the postshader be more easily extendable 2014-10-23 21:35:35 -04:00
waterpaint.glsl optimizations to say the least 2014-12-19 22:54:29 -05:00