mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
7fe549a01a
-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
19 lines
761 B
GLSL
19 lines
761 B
GLSL
extern Image backBuffer;
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extern float refractionStrength = 1.0;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
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vec4 normal = Texel(texture, texture_coords);
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if(normal.b > 0.0) {
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vec4 normalOffset = Texel(texture, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength));
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if(normalOffset.b > 0.0) {
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return Texel(backBuffer, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength));
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} else {
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return Texel(backBuffer, texture_coords);
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}
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} else {
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return vec4(0.0);
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}
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}
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