184 lines
6.5 KiB
GLSL
184 lines
6.5 KiB
GLSL
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define PRECISION highp
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#else
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#define PRECISION mediump
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#endif
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// Card rotation
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extern PRECISION vec2 blur;
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extern PRECISION number dissolve;
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extern PRECISION number time;
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extern PRECISION vec4 texture_details;
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extern PRECISION vec2 image_details;
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extern bool shadow;
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extern PRECISION vec4 burn_colour_1;
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extern PRECISION vec4 burn_colour_2;
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// extern PRECISION number blur_radius;
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vec4 RGB(vec4 c);
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vec4 HSL(vec4 c);
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vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv);
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// texture_coords = coolds of a original_pixel within the atlas texture
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vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
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{
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// GAUSSIAN BLUR SETTINGS {{{
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float direction = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
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float quality = 6.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
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float size = 4.0; // BLUR SIZE (radius)
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// GAUSSIAN BLUR SETTINGS }}}
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vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
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float two_pi = 6.28318530718;
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vec2 radius = size/image_details.xy;
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vec4 original_pixel = Texel(texture, texture_coords);
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vec4 blurred_pixel = Texel(texture, texture_coords);
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// Blur calculations
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float d_step = two_pi / direction;
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float i_step = 1.0 / quality;
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for (float d = 0.0; d < two_pi; d += d_step) {
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for (float i = i_step; i < 1.001; i+=i_step) {
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blurred_pixel += Texel( texture, texture_coords + vec2(cos(d), sin(d)) * radius * i);
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}
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}
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// Final processing
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blurred_pixel /= quality * direction + 1.;
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vec4 final_pixel = vec4(blurred_pixel.rgb, original_pixel.a);
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vec4 hsl = HSL(final_pixel);
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// Adjust lightness for a glossy effect
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float t = blur.y*2.221 + mod(time,1.);
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vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
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vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.;
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vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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float field = (1.+ (
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cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
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cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
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float res = (.5 + .5* cos( (blur.x) * 2.612 + ( field + -.5 ) *3.14));
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// Mostly use original lightness, with slight change from moving the card & with time
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hsl.z = 0.7*hsl.z + sin(hsl.z/2.5 - res/4. + sin(blur.y)/8. + 0.5)/3.;
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final_pixel = RGB(hsl);
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if (final_pixel[3] < 0.7)
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final_pixel[3] = final_pixel[3]/3.;
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return dissolve_mask(final_pixel * colour, texture_coords, uv);
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}
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number hue(number s, number t, number h)
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{
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number hs = mod(h, 1.)*6.;
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if (hs < 1.) return (t-s) * hs + s;
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if (hs < 3.) return t;
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if (hs < 4.) return (t-s) * (4.-hs) + s;
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return s;
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}
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vec4 RGB(vec4 c)
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{
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if (c.y < 0.0001)
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return vec4(vec3(c.z), c.a);
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number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z);
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number s = 2.0 * c.z - t;
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return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w);
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}
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vec4 HSL(vec4 c)
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{
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number low = min(c.r, min(c.g, c.b));
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number high = max(c.r, max(c.g, c.b));
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number delta = high - low;
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number sum = high+low;
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vec4 hsl = vec4(.0, .0, .5 * sum, c.a);
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if (delta == .0)
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return hsl;
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hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum);
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if (high == c.r)
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hsl.x = (c.g - c.b) / delta;
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else if (high == c.g)
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hsl.x = (c.b - c.r) / delta + 2.0;
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else
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hsl.x = (c.r - c.g) / delta + 4.0;
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hsl.x = mod(hsl.x / 6., 1.);
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return hsl;
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}
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vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
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{
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if (dissolve < 0.001) {
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return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, shadow ? final_pixel.a*0.3: final_pixel.a);
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}
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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
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float t = time * 10.0 + 2003.;
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vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
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vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
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vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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float field = (1.+ (
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cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
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cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
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vec2 borders = vec2(0.2, 0.8);
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float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
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- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);
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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) {
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if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
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final_pixel.rgba = burn_colour_1.rgba;
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} else if (burn_colour_2.a > 0.01) {
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final_pixel.rgba = burn_colour_2.rgba;
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}
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}
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return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, res > adjusted_dissolve ? (shadow ? final_pixel.a*0.3: final_pixel.a) : .0);
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}
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extern PRECISION vec2 mouse_screen_pos;
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extern PRECISION float hovering;
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extern PRECISION float screen_scale;
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#ifdef VERTEX
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vec4 position( mat4 transform_projection, vec4 vertex_position )
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{
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if (hovering <= 0.){
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return transform_projection * vertex_position;
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}
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float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
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vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
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float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
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*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);
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return transform_projection * vertex_position + vec4(0,0,0,scale);
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}
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#endif |