light_world.lua/lib/shaders/postshaders/hdr_tv.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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296 B
GLSL

vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec4 rgb = Texel(texture, texture_coords);
vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
if (fract(pixel_coords.y * 0.5) > 0.5) intens = rgb * 0.8;
intens.a = 1.0;
return intens;
}