light_world.lua/lib/shaders/postshaders/phosphorish.glsl
SpaVec 378586c406 Added compatibility with android
Added util.loadShader - loads shaders and sets uniform variables
Fixed implicit type conversions in shaders
2017-07-17 23:01:13 +02:00

45 lines
1.3 KiB
GLSL

/*
Plain (and obviously inaccurate) phosphor.
Author: Themaister
License: Public Domain
*/
// modified by slime73 for use with love pixeleffects
vec3 to_focus(highp float pixel)
{
pixel = mod(pixel + 3.0, 3.0);
if (pixel >= 2.0) // Blue
return vec3(pixel - 2.0, 0.0, 3.0 - pixel);
else if (pixel >= 1.0) // Green
return vec3(0.0, 2.0 - pixel, pixel - 1.0);
else // Red
return vec3(1.0 - pixel, pixel, 0.0);
}
vec4 effect(vec4 vcolor, Image texture, highp vec2 texture_coords, vec2 pixel_coords)
{
highp float y = mod(texture_coords.y * love_ScreenSize.y, 1.0);
highp float intensity = exp(-0.2 * y);
highp vec2 one_x = vec2(1.0 / (3.0 * love_ScreenSize.x), 0.0);
highp vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb;
highp vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb;
highp vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb;
highp float pixel_x = 3.0 * texture_coords.x * love_ScreenSize.x;
highp vec3 focus = to_focus(pixel_x - 0.0);
highp vec3 focus_prev = to_focus(pixel_x - 1.0);
highp vec3 focus_prev_prev = to_focus(pixel_x - 2.0);
highp vec3 result =
0.8 * color * focus +
0.6 * color_prev * focus_prev +
0.3 * color_prev_prev * focus_prev_prev;
result = 2.3 * pow(result, vec3(1.4));
return vec4(intensity * result, 1.0);
}