#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define MY_HIGHP_OR_MEDIUMP highp #else #define MY_HIGHP_OR_MEDIUMP mediump #endif extern MY_HIGHP_OR_MEDIUMP vec2 oversat; extern MY_HIGHP_OR_MEDIUMP number dissolve; extern MY_HIGHP_OR_MEDIUMP number time; extern MY_HIGHP_OR_MEDIUMP vec4 texture_details; extern MY_HIGHP_OR_MEDIUMP vec2 image_details; extern bool shadow; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2; vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv) { if (dissolve < 0.001) { return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a); } float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values float t = time * 10.0 + 2003.; vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); float field = (1.+ ( cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; vec2 borders = vec2(0.2, 0.8); float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { tex.rgba = burn_colour_1.rgba; } else if (burn_colour_2.a > 0.01) { tex.rgba = burn_colour_2.rgba; } } return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0); } number hue(number s, number t, number h) { number hs = mod(h, 1.)*6.; if (hs < 1.) return (t-s) * hs + s; if (hs < 3.) return t; if (hs < 4.) return (t-s) * (4.-hs) + s; return s; } vec4 RGB(vec4 c) { if (c.y < 0.0001) return vec4(vec3(c.z), c.a); number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); number s = 2.0 * c.z - t; return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); } vec4 HSL(vec4 c) { number low = min(c.r, min(c.g, c.b)); number high = max(c.r, max(c.g, c.b)); number delta = high - low; number sum = high+low; vec4 hsl = vec4(.0, .0, .5 * sum, c.a); if (delta == .0) return hsl; hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); if (high == c.r) hsl.x = (c.g - c.b) / delta; else if (high == c.g) hsl.x = (c.b - c.r) / delta + 2.0; else hsl.x = (c.r - c.g) / delta + 4.0; hsl.x = mod(hsl.x / 6., 1.); return hsl; } vec4 RGBtoHSV(vec4 rgb) { vec4 hsv; float minVal = min(min(rgb.r, rgb.g), rgb.b); float maxVal = max(max(rgb.r, rgb.g), rgb.b); float delta = maxVal - minVal; // Value hsv.z = maxVal; // Saturation if (maxVal != 0.0) hsv.y = delta / maxVal; else { // r = g = b = 0, s = 0, v is undefined hsv.y = 0.0; hsv.x = -1.0; return hsv; } // Hue if (rgb.r == maxVal) hsv.x = (rgb.g - rgb.b) / delta; // between yellow & magenta else if (rgb.g == maxVal) hsv.x = 2.0 + (rgb.b - rgb.r) / delta; // between cyan & yellow else hsv.x = 4.0 + (rgb.r - rgb.g) / delta; // between magenta & cyan hsv.x = hsv.x * (1.0 / 6.0); if (hsv.x < 0.0) hsv.x += 1.0; // Alpha hsv.w = rgb.a; return hsv; } vec4 HSVtoRGB(vec4 hsv) { vec4 rgb; float h = hsv.x * 6.0; float c = hsv.z * hsv.y; float x = c * (1.0 - abs(mod(h, 2.0) - 1.0)); float m = hsv.z - c; if (h < 1.0) { rgb = vec4(c, x, 0.0, hsv.a); } else if (h < 2.0) { rgb = vec4(x, c, 0.0, hsv.a); } else if (h < 3.0) { rgb = vec4(0.0, c, x, hsv.a); } else if (h < 4.0) { rgb = vec4(0.0, x, c, hsv.a); } else if (h < 5.0) { rgb = vec4(x, 0.0, c, hsv.a); } else { rgb = vec4(c, 0.0, x, hsv.a); } rgb.rgb += m; return rgb; } vec3 increaseContrast(vec3 color, float amount) { // Convert from [0,1] to [-0.5,0.5] range vec3 centered = color - 0.5; // Increase contrast centered *= amount; // Convert back to [0,1] range and clamp return clamp(centered + 0.5, 0.0, 1.0); } vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { vec4 tex = Texel(texture, texture_coords); vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; // Dummy, doesn't do anything but at least it makes the shader useable if (uv.x > uv.x * 2.){ uv = oversat; } float mod = oversat.r * 1.0; number low = min(tex.r, min(tex.g, tex.b)); number high = max(tex.r, max(tex.g, tex.b)); number delta = high - low; number saturation_fac = 1. - max(0., 0.05*(1.1-delta)); vec4 hsl = HSL(vec4(tex.r*saturation_fac, tex.g*saturation_fac, tex.b, tex.a)); float t = oversat.y*2.221 + time; vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba; vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.; vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); float field = (1.+ ( cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; float res = (.5 + .5* cos( (oversat.x) * 2.612 + ( field + -.5 ) *3.14)); vec4 textp = RGB(hsl); tex.rgb = increaseContrast(textp.rgb,4.0); return dissolve_mask(tex*colour, texture_coords, uv); } extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos; extern MY_HIGHP_OR_MEDIUMP float hovering; extern MY_HIGHP_OR_MEDIUMP float screen_scale; #ifdef VERTEX vec4 position( mat4 transform_projection, vec4 vertex_position ) { if (hovering <= 0.){ return transform_projection * vertex_position; } float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); return transform_projection * vertex_position + vec4(0,0,0,scale); } #endif