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