light_world.lua/lib/shaders/reflection.glsl
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

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828 B
GLSL

extern Image backBuffer;
extern float reflectionStrength;
extern float reflectionVisibility;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
vec4 normal = Texel(texture, texture_coords);
if(normal.a > 0.0 && normal.r > 0.0) {
vec3 pColor = Texel(backBuffer, texture_coords).rgb;
vec4 pColor2;
for(int i = 0; i < reflectionStrength; i++) {
pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
if(pColor2.a > 0.0 && pColor2.g > 0.0) {
vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * i * 2.0)).rgb;
return vec4(rColor, (1.0 - i / reflectionStrength) * reflectionVisibility);
}
}
return vec4(0.0);
} else {
return vec4(0.0);
}
}