#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define PRECISION highp #else #define PRECISION mediump #endif // Card rotation extern PRECISION vec2 blur; extern PRECISION number dissolve; extern PRECISION number time; extern PRECISION vec4 texture_details; extern PRECISION vec2 image_details; extern bool shadow; extern PRECISION vec4 burn_colour_1; extern PRECISION vec4 burn_colour_2; // extern PRECISION number blur_radius; vec4 RGB(vec4 c); vec4 HSL(vec4 c); vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv); // texture_coords = coolds of a original_pixel within the atlas texture vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { // GAUSSIAN BLUR SETTINGS {{{ float direction = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower) float quality = 6.0; // BLUR QUALITY (Default 4.0 - More is better but slower) float size = 4.0; // BLUR SIZE (radius) // GAUSSIAN BLUR SETTINGS }}} vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; float two_pi = 6.28318530718; vec2 radius = size/image_details.xy; vec4 original_pixel = Texel(texture, texture_coords); vec4 blurred_pixel = Texel(texture, texture_coords); // Blur calculations float d_step = two_pi / direction; float i_step = 1.0 / quality; for (float d = 0.0; d < two_pi; d += d_step) { for (float i = i_step; i < 1.001; i+=i_step) { blurred_pixel += Texel( texture, texture_coords + vec2(cos(d), sin(d)) * radius * i); } } // Final processing blurred_pixel /= quality * direction + 1.; vec4 final_pixel = vec4(blurred_pixel.rgb, original_pixel.a); vec4 hsl = HSL(final_pixel); // Adjust lightness for a glossy effect float t = blur.y*2.221 + mod(time,1.); 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( (blur.x) * 2.612 + ( field + -.5 ) *3.14)); // Mostly use original lightness, with slight change from moving the card & with time hsl.z = 0.7*hsl.z + sin(hsl.z/2.5 - res/4. + sin(blur.y)/8. + 0.5)/3.; final_pixel = RGB(hsl); if (final_pixel[3] < 0.7) final_pixel[3] = final_pixel[3]/3.; return dissolve_mask(final_pixel * colour, texture_coords, uv); } 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 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv) { if (dissolve < 0.001) { return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, shadow ? final_pixel.a*0.3: final_pixel.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 (final_pixel.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) { final_pixel.rgba = burn_colour_1.rgba; } else if (burn_colour_2.a > 0.01) { final_pixel.rgba = burn_colour_2.rgba; } } return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, res > adjusted_dissolve ? (shadow ? final_pixel.a*0.3: final_pixel.a) : .0); } extern PRECISION vec2 mouse_screen_pos; extern PRECISION float hovering; extern PRECISION 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