Difference between revisions of "Shader (CMS)"

From The Official Visionaire Studio: Adventure Game Engine Wiki
 
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Line 3: Line 3:
 
! style="text-align:left" | Name !! style="text-align:left;width:10%;" | Version !! style="text-align:left" | Type !! style="text-align:left" | By
 
! style="text-align:left" | Name !! style="text-align:left;width:10%;" | Version !! style="text-align:left" | Type !! style="text-align:left" | By
 
|-
 
|-
| Shader Toolkit || 0.9.5 || Definition || SimonS
+
| Shader Toolkit || 0.96 || Definition || Simon Scheckel, with edits by AFRLme
 
|}
 
|}
  
Line 10: Line 10:
 
{| class="ts"
 
{| class="ts"
 
|-
 
|-
| ''Quick note: The script on here is likely outdated, please download the latest version for 5.x from the [[#resources|resources]] section at the bottom of the page.''
+
| ''Quick note: The script on here may be outdated, please download the latest version for 5.x from the [[#resources|resources]] section at the bottom of the page.''
 
|}
 
|}
 
<hr>
 
<hr>
 
  
 
== Instructions ==
 
== Instructions ==
 
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br />
 
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br />
 
2. Call the functions you need.
 
2. Call the functions you need.
 +
 +
=== Shader Toolkit Functions ===
 +
{| class="ts sortable"
 +
|-
 +
! style="text-align:left" | Function Name
 +
! style="text-align:left;width:80%" class="unsortable" | Description
 +
|-
 +
| [[ShaderAddEffect_(CMS)|shaderAddEffect()]] || Add various dynamic pre-made warp effects to the screen.
 +
|-
 +
| [[ShaderBlur_(CMS)|shaderBlur()]] || Blur/Focus the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderColorize_(CMS)|shaderColorize()]] || Tint all the graphics on the screen a specific color over x amount of milliseconds.
 +
|-
 +
| [[ShaderContrast_(CMS)|shaderContrast()]] || Set the global contrast level of the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderFollowCharacter_(CMS)|shaderFollowCharacter()]] || Softly follow the linked character around the screen.
 +
|-
 +
| [[ShaderGlow_(CMS)|shaderGlow()]] || Create a glow effect on light/saturated scene objects (automatically selected) over x amount of milliseconds.
 +
|-
 +
| [[ShaderHue_(CMS)|shaderHue()]] || Adjust the hue level of the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderLightness_(CMS)|shaderLightness()]] || Adjust the lightness of the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderNoise_(CMS)|shaderNoise()]] || Apply noise effect to the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderPan_(CMS)|shaderPan()]] || Pan the camera on the x or y axis over x amount of milliseconds.
 +
|-
 +
| [[ShaderRotate_(CMS)|shaderRotate()]] || Rotate the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderSaturation_(CMS)|shaderSaturation()]] || Adjust saturation value of the screen over x amount of milliseconds.
 +
|-
 +
| [[ShaderViewport_(CMS)|shaderViewport()]] || Pan, zoom & rotate the camera over x amount of milliseconds.
 +
|-
 +
| [[ShaderZoom_(CMS)|shaderZoom()]] || Zoom the camera over x amount of milliseconds.
 +
|-
 +
| [[ShaderZoomCharacter_(CMS)|shaderZoomCharacter()]] || Zoom camera into or out of linked characters position over x amount of milliseconds.
 +
|-
 +
| [[ShaderZoomObject_(CMS)|shaderZoomObject()]] || Zoom camera into or out of linked objects location over x amount of milliseconds.
 +
|}
  
  
 
== Examples ==
 
== Examples ==
Please see [[Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_Functions|here]] for a list of working examples...
 
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
shaderZoomCharacter("", 1.2, 3000, easeBackOut) -- Zoom 1.2x on current character in 3s with one bounce
 
shaderZoomCharacter("", 1.2, 3000, easeBackOut) -- Zoom 1.2x on current character in 3s with one bounce
Line 56: Line 93:
 
<html><button class="copybtn" onclick="CopyToClipboard('main_script')"></button></html>
 
<html><button class="copybtn" onclick="CopyToClipboard('main_script')"></button></html>
 
<syntaxhighlight lang="lua" id="main_script">
 
<syntaxhighlight lang="lua" id="main_script">
--[VISMODULE,id,version,chksum]  
+
--[VISMODULE,id,version,chksum]
--  
+
--
-- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects  
+
-- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects
-- (c) 2015 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme  
+
-- (c) 2015 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme
-- Version 0.95
+
-- Version 0.96
-- updated 29/09/2014 for 4.1  
+
-- updated 29/09/2014 for 4.1
-- added some save functionality 9/10  
+
-- added some save functionality 9/10
-- bugfix version 16/10  
+
-- bugfix version 16/10
-- update 10/6/15 radial glow, use per object matrices  
+
-- update 10/6/15 radial glow, use per object matrices
-- update 3/2/16 cross platform shaders requires 4.3  
+
-- update 3/2/16 cross platform shaders requires 4.3
--  
+
-- update 28/9/18 lua 5.3
-- Matrix functions from https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua  
+
--
-- Developers:    Michael Lutz (chillcode) - original author    David Manura http://lua-users.org/wiki/DavidManura  
+
-- Matrix functions from https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua
--  
+
-- Developers:    Michael Lutz (chillcode) - original author    David Manura http://lua-users.org/wiki/DavidManura
-- Usage:  
+
--
--  
+
-- Usage:
-- all factors like zoom, scale are normally 1 to have no change  
+
--
-- delay in ms  
+
-- all factors like zoom, scale are normally 1 to have no change
-- hue in 0-1 (0 = red, 0.5 = cyan, 1 = red again)  
+
-- delay in ms
--  
+
-- hue in 0-1 (0 = red, 0.5 = cyan, 1 = red again)
-- easing functions: Back, Bounce, Circ, Cubic, Elastic, Linear, None, Quad, Quint, Sine, all In/Out/InOut  
+
--
-- examples: easeBackOut, easeLinearIn, easeElasticInOut etc  
+
-- easing functions: Back, Bounce, Circ, Cubic, Elastic, Linear, None, Quad, Quint, Sine, all In/Out/InOut
-- More information about that: http://easings.net  
+
-- examples: easeBackOut, easeLinearIn, easeElasticInOut etc
--  
+
-- More information about that: http://easings.net
-- shaderZoomCharacter(name, c_scale, delay, easing)  
+
--
-- shaderZoomObject(object, c_scale, delay, easing)  
+
-- shaderZoomCharacter(name, c_scale, delay, easing)
-- shaderFollowCharacter(name, c_scale, delay)  
+
-- shaderZoomObject(object, c_scale, delay, easing)
-- shaderStopFollow()  
+
-- shaderFollowCharacter(name, c_scale, delay)
-- shaderViewportInterpolationPoint(x,y)  
+
-- shaderStopFollow()
-- shaderViewport(zoom, x, y, rotation, delay, easing) rotation in 0-2Pi (full turn)  
+
-- shaderViewportInterpolationPoint(x,y)
-- shaderPan(offset, delay, easing, axis)  
+
-- shaderViewport(zoom, x, y, rotation, delay, easing) rotation in 0-2Pi (full turn)
-- shaderRotate(degree, delay, easing) -- degree values 0 to 359 (automatically converts value to Pi)  
+
-- shaderPan(offset, delay, easing, axis)
-- shaderZoom(zoom, delay, easing)  
+
-- shaderRotate(degree, delay, easing) -- degree values 0 to 359 (automatically converts value to Pi)
-- on: 1 = on, 0 = off  
+
-- shaderZoom(zoom, delay, easing)
--  
+
-- on: 1 = on, 0 = off
-- shaderNoise(on, strength, delay) -- strength * noise + color, so strength < 0 creates black noise and > 0 white  
+
--
-- shaderBlur(radius, delay)  
+
-- shaderNoise(on, strength, delay) -- strength * noise + color, so strength < 0 creates black noise and > 0 white
-- shaderSaturation(factor, delay)  
+
-- shaderBlur(radius, delay)
-- shaderLightness(offset, delay)  
+
-- shaderSaturation(factor, delay)
-- shaderContrast(contrast, delay)  
+
-- shaderLightness(offset, delay)
-- shaderHue(target, delay)  
+
-- shaderContrast(contrast, delay)
-- shaderColorize(hue, strength, delay)  
+
-- shaderHue(target, delay)
--  
+
-- shaderColorize(hue, strength, delay)
-- shaderActivate()  
+
--
-- shaderDeactivate()  
+
-- shaderActivate()
--  
+
-- shaderDeactivate()
-- shaderGlow(on, radius, exposure)  
+
--
-- shaderAddEffect(name)  
+
-- shaderGlow(on, radius, exposure)
-- shaderRemoveEffect(name)  
+
-- shaderAddEffect(name)
-- shaderEffectParam(shader, name, value)  
+
-- shaderRemoveEffect(name)
-- shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)  
+
-- shaderEffectParam(shader, name, value)
--  
+
-- shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)
-- Effects at the time:  
+
--
--[[  
+
-- Effects at the time:
warp1  
+
--[[
tv1  
+
warp1
ripple1
+
tv1
ripple2
+
ripple1
ascii  
+
ripple2
edgeglow  
+
ascii
chroma  
+
edgeglow
ripple3
+
chroma
warp2  
+
ripple3
ripple4  
+
warp2
pearls  
+
ripple4
highlight  
+
pearls
fourbit  
+
highlight
tv2  
+
fourbit
tv3  
+
tv2
tv4  
+
tv3
--  
+
tv4
-- Read no further if the word matrix multiplication frightens you  
+
--
--]]  
+
-- Read no further if the word matrix multiplication frightens you
+
--]]
matrix = {_TYPE='module', _NAME='matrix', _VERSION='0.2.11.20120416'}  
+
 
local matrix_meta = { }  
+
local matrix = {_TYPE='module', _NAME='matrix', _VERSION='0.2.11.20120416'}
+
local matrix_meta = { }
function matrix:new( rows, columns, value )  
+
 
        if type( rows ) == "table" then  
+
function matrix:new( rows, columns, value )
                if type(rows[1]) ~= "table" then  
+
  if type( rows ) == "table" then
                        return setmetatable( {{rows[1]},{rows[2]},{rows[3]}},matrix_meta )  
+
    if type(rows[1]) ~= "table" then
                end  
+
      return setmetatable( {{rows[1]},{rows[2]},{rows[3]}},matrix_meta )
                return setmetatable( rows,matrix_meta )  
+
    end
        end  
+
    return setmetatable( rows,matrix_meta )
        local mtx = {}  
+
  end
        local value = value or 0  
+
  local mtx = {}
        if columns == "I" then  
+
  local value = value or 0
                for i = 1,rows do  
+
  if columns == "I" then
                        mtx[i] = {}  
+
    for i = 1,rows do
                        for j = 1,rows do  
+
      mtx[i] = {}
                                if i == j then  
+
      for j = 1,rows do
                                        mtx[i][j] = 1  
+
        if i == j then
                                else  
+
          mtx[i][j] = 1
                                        mtx[i][j] = 0  
+
        else
                                end  
+
          mtx[i][j] = 0
                        end  
+
        end
                end  
+
      end
        else  
+
    end
                for i = 1,rows do  
+
  else
                        mtx[i] = {}  
+
    for i = 1,rows do
                        for j = 1,columns do  
+
      mtx[i] = {}
                                mtx[i][j] = value  
+
      for j = 1,columns do
                        end  
+
        mtx[i][j] = value
                end  
+
      end
        end  
+
    end
        return setmetatable( mtx,matrix_meta )  
+
  end
end  
+
  return setmetatable( mtx,matrix_meta )
+
end
function matrix.mul( m1, m2 )  
+
 
        local mtx = {}  
+
function matrix.mul( m1, m2 )
        for i = 1,#m1 do  
+
  local mtx = {}
                mtx[i] = {}  
+
  for i = 1,#m1 do
                for j = 1,#m2[1] do  
+
    mtx[i] = {}
                        local num = m1[i][1] * m2[1][j]  
+
    for j = 1,#m2[1] do
                        for n  = 2,#m1[1] do  
+
      local num = m1[i][1] * m2[1][j]
                                num = num + m1[i][n] * m2[n][j]  
+
      for n  = 2,#m1[1] do
                        end  
+
        num = num + m1[i][n] * m2[n][j]
                        mtx[i][j] = num  
+
      end
                end  
+
      mtx[i][j] = num
        end  
+
    end
        return setmetatable( mtx, matrix_meta )  
+
  end
end  
+
  return setmetatable( mtx, matrix_meta )
+
end
function matrix.type( mtx )  
+
 
   local e = mtx[1][1]  
+
function matrix.type( mtx )
   if type(e) == "table" then  
+
   local e = mtx[1][1]
     if e.type then  
+
   if type(e) == "table" then
       return e:type()  
+
     if e.type then
     end  
+
       return e:type()
     return "tensor"  
+
     end
   end  
+
     return "tensor"
   return "number"  
+
   end
end  
+
   return "number"
+
end
local num_copy = function( num )  
+
 
   return num  
+
local num_copy = function( num )
end  
+
   return num
local t_copy = function( t )  
+
end
   local newt = setmetatable( {}, getmetatable( t ) )  
+
local t_copy = function( t )
   for i,v in ipairs( t ) do  
+
   local newt = setmetatable( {}, getmetatable( t ) )
     newt[i] = v  
+
   for i,v in ipairs( t ) do
   end  
+
     newt[i] = v
   return newt  
+
   end
end  
+
   return newt
+
end
function matrix.transpose( m1 )  
+
 
   local docopy = matrix.type( m1 ) == "number" and num_copy or t_copy  
+
function matrix.transpose( m1 )
   local mtx = {}  
+
   local docopy = matrix.type( m1 ) == "number" and num_copy or t_copy
   for i = 1,#m1[1] do  
+
   local mtx = {}
     mtx[i] = {}  
+
   for i = 1,#m1[1] do
     for j = 1,#m1 do  
+
     mtx[i] = {}
       mtx[i][j] = docopy( m1[j][i] )  
+
     for j = 1,#m1 do
     end  
+
       mtx[i][j] = docopy( m1[j][i] )
   end  
+
     end
   return setmetatable( mtx, matrix_meta )  
+
   end
end  
+
   return setmetatable( mtx, matrix_meta )
+
end
function matrix.tofloat( m1 )  
+
 
        local mtx = {}  
+
function matrix.tofloat( m1 )
        local pos = 1  
+
  local mtx = {}
        for i = 1,#m1 do  
+
  local pos = 1
                for j = 1,#m1[1] do  
+
  for i = 1,#m1 do
                        mtx[pos] = m1[i][j]  
+
    for j = 1,#m1[1] do
                        pos=pos+1  
+
      mtx[pos] = m1[i][j]
                end  
+
      pos=pos+1
        end  
+
    end
        return mtx  
+
  end
end  
+
  return mtx
+
end
matrix_meta.__mul = matrix.mul  
+
 
matrix_meta.__index = {tofloat = matrix.tofloat, transpose = matrix.transpose}  
+
matrix_meta.__mul = matrix.mul
+
matrix_meta.__index = {tofloat = matrix.tofloat, transpose = matrix.transpose}
setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } )  
+
 
+
setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } )
-- End of matrix functions  
+
 
+
-- End of matrix functions
+
 
function string.fromhex(str)  
+
 
    return (str:gsub('..', function (cc)  
+
function string.fromhex(str)
        return string.char(tonumber(cc, 16))  
+
  return (str:gsub('..', function (cc)
    end))  
+
    return string.char(tonumber(cc, 16))
end  
+
  end))
+
end
function string.tohex(str)  
+
 
    return (str:gsub('.', function (c)  
+
function string.tohex(str)
        return string.format('%02X', string.byte(c))  
+
  return (str:gsub('.', function (c)
    end))  
+
    return string.format('%02X', string.byte(c))
end  
+
  end))
+
end
--  
+
 
-- Source: http://lua-users.org/wiki/DataDumper  
+
--
+
-- Source: http://lua-users.org/wiki/DataDumper
--[[ DataDumper.lua  
+
 
Copyright (c) 2007 Olivetti-Engineering SA  
+
--[[ DataDumper.lua
+
Copyright (c) 2007 Olivetti-Engineering SA
Permission is hereby granted, free of charge, to any person  
+
 
obtaining a copy of this software and associated documentation  
+
Permission is hereby granted, free of charge, to any person
files (the "Software"), to deal in the Software without  
+
obtaining a copy of this software and associated documentation
restriction, including without limitation the rights to use,  
+
files (the "Software"), to deal in the Software without
copy, modify, merge, publish, distribute, sublicense, and/or sell  
+
restriction, including without limitation the rights to use,
copies of the Software, and to permit persons to whom the  
+
copy, modify, merge, publish, distribute, sublicense, and/or sell
Software is furnished to do so, subject to the following  
+
copies of the Software, and to permit persons to whom the
conditions:  
+
Software is furnished to do so, subject to the following
+
conditions:
The above copyright notice and this permission notice shall be  
+
 
included in all copies or substantial portions of the Software.  
+
The above copyright notice and this permission notice shall be
+
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,  
+
 
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES  
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND  
+
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT  
+
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,  
+
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING  
+
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR  
+
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
OTHER DEALINGS IN THE SOFTWARE.  
+
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
]]  
+
OTHER DEALINGS IN THE SOFTWARE.
+
]]
local dumplua_closure = [[  
+
 
local closures = {}  
+
local dumplua_closure = [[
local function closure(t)
+
local closures = {}
   closures[#closures+1] = t  
+
local function closure(t)
   t[1] = assert(loadstring(t[1]))  
+
   closures[#closures+1] = t
   return t[1]  
+
   t[1] = assert(load(t[1]))
end  
+
   return t[1]
 +
end
 +
 
 +
for _,t in pairs(closures) do
 +
  for i = 2,#t do
 +
    debug.setupvalue(t[1], i-1, t[i])
 +
  end
 +
end
 +
]]
 +
 
 +
local lua_reserved_keywords = {
 +
  'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for',
 +
  'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',
 +
    'return', 'then', 'true', 'until', 'while' }
 +
 
 +
    local function keys(t)
 +
      local res = {}
 +
      local oktypes = { stringstring = true, numbernumber = true }
 +
      local function cmpfct(a,b)
 +
        if oktypes[type(a)..type(b)] then
 +
          return a < b
 +
        else
 +
          return type(a) < type(b)
 +
        end
 +
      end
 +
      for k in pairs(t) do
 +
        res[#res+1] = k
 +
      end
 +
      table.sort(res, cmpfct)
 +
      return res
 +
    end
 +
 
 +
    local c_functions = {}
 +
    for _,lib in pairs{'_G', 'string', 'table', 'math',
 +
    'io', 'os', 'coroutine', 'package', 'debug'} do
 +
      local t = _G[lib] or {}
 +
      lib = lib .. "."
 +
      if lib == "_G." then lib = "" end
 +
      for k,v in pairs(t) do
 +
        if type(v) == 'function' and not pcall(string.dump, v) then
 +
          c_functions[v] = lib..k
 +
        end
 +
      end
 +
    end
 +
 
 +
    function DataDumper(value, varname, fastmode, ident)
 +
      local defined, dumplua = {}
 +
      -- Local variables for speed optimization
 +
      local string_format, type, string_dump, string_rep =
 +
      string.format, type, string.dump, string.rep
 +
      -- local tostring, pairs, table_concat =
 +
      -- tostring, pairs, table.concat
 +
      local pairs, table_concat =
 +
      pairs, table.concat
 +
      local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0
 +
      setmetatable(strvalcache, {__index = function(t,value)
 +
        local res = string_format('%q', value)
 +
        t[value] = res
 +
        return res
 +
      end})
 +
      local fcts = {
 +
        string = function(value) return strvalcache[value] end,
 +
        number = function(value) return value end,
 +
        boolean = function(value) return tostring(value) end,
 +
        ['nil'] = function(value) return 'nil' end,
 +
        ['function'] = function(value)
 +
          return string_format("load(%q)", string_dump(value))
 +
        end,
 +
        userdata = function(value)
 +
          --if value.getId ~= nil then
 +
          --    return value:getId().id .. " " .. value:getName()
 +
          --else
 +
          --    return "userdata"
 +
          --end
 +
        end,
 +
        thread = function() error("Cannot dump threads") end,
 +
      }
 +
      local function test_defined(value, path)
 +
        if defined[value] then
 +
          if path:match("^getmetatable.*%)$") then
 +
            out[#out+1] = string_format("s%s, %s)\n", path:sub(2,-2), defined[value])
 +
          else
 +
            out[#out+1] = path .. " = " .. defined[value] .. "\n"
 +
          end
 +
          return true
 +
        end
 +
        defined[value] = path
 +
      end
 +
      local function make_key(t, key)
 +
        local s
 +
        if type(key) == 'string' and key:match('^[_%a][_%w]*$') then
 +
          s = key .. "="
 +
        else
 +
          s = "[" .. dumplua(key, 0) .. "]="
 +
        end
 +
        t[key] = s
 +
        return s
 +
      end
 +
      for _,k in ipairs(lua_reserved_keywords) do
 +
        keycache[k] = '["'..k..'"] = '
 +
      end
 +
      if fastmode then
 +
        fcts.table = function (value)
 +
          -- Table value
 +
          local numidx = 1
 +
          out[#out+1] = "{"
 +
          for key,val in pairs(value) do
 +
            if key == numidx then
 +
              numidx = numidx + 1
 +
            else
 +
              out[#out+1] = keycache[key]
 +
            end
 +
            local str = dumplua(val)
 +
            out[#out+1] = str..","
 +
          end
 +
          if string.sub(out[#out], -1) == "," then
 +
            out[#out] = string.sub(out[#out], 1, -2);
 +
          end
 +
          out[#out+1] = "}"
 +
          return ""
 +
        end
 +
      else
 +
        fcts.table = function (value, ident, path)
 +
          if test_defined(value, path) then return "nil" end
 +
          -- Table value
 +
          local sep, str, numidx, totallen = " ", {}, 1, 0
 +
          local meta, metastr = (debug or getfenv()).getmetatable(value)
 +
          if meta then
 +
            ident = ident + 1
 +
            metastr = dumplua(meta, ident, "getmetatable("..path..")")
 +
            totallen = totallen + #metastr + 16
 +
          end
 +
          for _,key in pairs(keys(value)) do
 +
            local val = value[key]
 +
            local s = ""
 +
            local subpath = path
 +
            if key == numidx then
 +
              subpath = subpath .. "[" .. numidx .. "]"
 +
              numidx = numidx + 1
 +
            else
 +
              s = keycache[key]
 +
              if not s:match "^%[" then subpath = subpath .. "." end
 +
              subpath = subpath .. s:gsub("%s*=%s*$","")
 +
            end
 +
            local res = dumplua(val, ident+1, subpath)
 +
            if res ~= nil then
 +
              s = s .. res
 +
            end
 +
            str[#str+1] = s
 +
            totallen = totallen + #s + 2
 +
          end
 +
          if totallen > 80 then
 +
            sep = "\n" .. string_rep("  ", ident+1)
 +
          end
 +
          str = "{"..sep..table_concat(str, ","..sep).." "..sep:sub(1,-3).."}"
 +
          if meta then
 +
            sep = sep:sub(1,-3)
 +
            return "setmetatable("..sep..str..","..sep..metastr..sep:sub(1,-3)..")"
 +
          end
 +
          return str
 +
        end
 +
        fcts['function'] = function (value, ident, path)
 +
          if test_defined(value, path) then return "nil" end
 +
          if c_functions[value] then
 +
            return c_functions[value]
 +
          elseif debug == nil or debug.getupvalue(value, 1) == nil then
 +
            return string_format("load(%q)", string_dump(value))
 +
          end
 +
          closure_cnt = closure_cnt + 1
 +
          local res = {string.dump(value)}
 +
          for i = 1,math.huge do
 +
            local name, v = debug.getupvalue(value,i)
 +
            if name == nil then break end
 +
            res[i+1] = v
 +
          end
 +
  print(res)
 +
          return "closure " .. dumplua(res, ident, "closures["..closure_cnt.."]")
 +
        end
 +
      end
 +
      function dumplua(value, ident, path)
 +
        return fcts[type(value)](value, ident, path)
 +
      end
 +
      if varname == nil then
 +
        varname = "return "
 +
      elseif varname:match("^[%a_][%w_]*$") then
 +
        varname = varname .. " = "
 +
      end
 +
      if fastmode then
 +
        setmetatable(keycache, {__index = make_key })
 +
        out[1] = varname
 +
        table.insert(out,dumplua(value, 0))
 +
        return table.concat(out)
 +
      else
 +
        setmetatable(keycache, {__index = make_key })
 +
        local items = {}
 +
        for i=1,10 do items[i] = '' end
 +
        items[3] = dumplua(value, ident or 0, "t")
 +
        if closure_cnt > 0 then
 +
          items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)")
 +
          out[#out+1] = ""
 +
        end
 +
        if #out > 0 then
 +
          items[2], items[4] = "local t = ", "\n"
 +
          items[5] = table.concat(out)
 +
          items[7] = varname .. "t"
 +
        else
 +
          items[2] = varname
 +
        end
 +
        return table.concat(items)
 +
      end
 +
    end
 +
 
 +
    -- End of DataDumper
 +
    --
 +
    -- Shader Metatable
 +
 
 +
    shaders_compiled = {}
 +
    local shader_meta = {}
 +
    local shader = {}
 +
    function shader:new (this, id, file)
 +
      local shader = {}
 +
      shader.num = shaderCompile(file)
 +
      shader.id = id
 +
      if shaders_compiled[id] == nil then
 +
        shaders_compiled[id] = {}
 +
      end
 +
      return setmetatable( shader, shader_meta )
 +
    end
 +
    shader_meta.__call = function(this)
 +
      return this.num
 +
    end
 +
    shader_meta.__newindex = function(this, field, value)
 +
      shaders_compiled[this.id][field] = value
 +
      graphics.shaderUniform(this.num, field, value)
 +
    end
 +
    setmetatable( shader, { __call = function( ... ) return shader:new( ... ) end } )
 +
    function tween(val,newval,delay,ease)
 +
      startTween(val, _G[val], newval, delay,ease)
 +
    end
 +
 
 +
    shaders = {
 +
_temporary_=0, c_scene = game.CurrentScene,
 +
glownum = shader("glow","sht_glow.bin"),
 +
rglownum = shader("rglow","sht_glowradial.bin"),
 +
bnum = shader("blur","sht_blur.bin"),
 +
num = shader("num","sht_color.bin")
 +
}
 +
 
 +
    shader_coeff0=0
 +
    shader_coeff1=1
 +
    shader_coeff2=1
 +
    shader_coeff3=0
 +
    shader_blur=0
 +
    shader_downsize=1
 +
    shader_colorize=0
 +
    shader_color=0
 +
    shader_iTime = 0
 +
    shader_noise=0
 +
    shader_noiseStrength=0.0
 +
    shader_passes=2
 +
    shader_active = true
 +
    shader_glow = 0
 +
    shader_glowradius = 0
 +
    shader_glowexp = 1
 +
 
 +
    shader_rotate=0.0
 +
    shader_scale = 1.0
 +
    shader_offsetx = 0.0
 +
    shader_offsety = 0.0
 +
    shader_follow = {on=0, name="", c_scale=1, easing = easeQuintOut, delay = 0}
 +
 
 +
    c_res=game.WindowResolution
 +
 
 +
    shaders.num.weights = {shader_colorize,shader_color}
 +
    shaders.num.shader_coeff = {shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}
 +
    shaders.glownum.resolution = {c_res.x,c_res.y}
 +
    if graphics.isUpsideDown() then
 +
      shaders.bnum.upsideDown = 1.0
 +
      shaders.rglownum.upsideDown = 1.0
 +
      shaders.glownum.upsideDown = 1.0
 +
    else
 +
      shaders.glownum.upsideDown = 0.0
 +
      shaders.bnum.upsideDown = 0.0
 +
      shaders.rglownum.upsideDown = 0.0
 +
    end
 +
    shaders.bnum.resolution = {c_res.x,c_res.y}
 +
 
 +
    -- * function that stops following specified character & resets camera back to default * --
 +
    function shaderStopFollow(easing)
 +
      shader_follow.on = 0
 +
      shaderViewport(1, 0, 0, 0, shader_follow.delay, easing)
 +
      unregisterEventHandler("mainLoop", "followCharacter")
 +
    end
 +
 
 +
    -- * function that smoothly follows specified character * --
 +
    function shaderFollowCharacter(name, c_scale, delay, easing)
 +
      if name == "" then name = game.CurrentCharacter:getName() end
 +
      if shader_follow.on == 0 then registerEventHandler("mainLoop", "followCharacter") end
 +
      shader_follow.on = 1
 +
      shader_follow.name = name
 +
      shader_follow.c_scale = c_scale
 +
      shader_follow.delay = delay
 +
      shader_follow.easing = easing or easeQuintOut
 +
    end
 +
 
 +
    function shaderZoomCharacter(name, c_scale, delay, easing)
 +
      local c_position={}
 +
      if(name=="")then
 +
        c_position=game.CurrentCharacter.Position
 +
      else
 +
        c_position=Characters[name].Position
 +
      end
 +
      local c_scroll=game.ScrollPosition
 +
      c_position.x=c_position.x-c_scroll.x
 +
      c_position.y=c_position.y-c_scroll.y
 +
      c_position.x=c_position.x-(c_res.x/c_scale/2)
 +
      c_position.y=c_position.y-(c_res.y/c_scale/1.2)
 +
      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)
 +
      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale)
 +
      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
 +
    end
 +
 
 +
    function shaderZoomObject(object, c_scale, delay, easing)
 +
      local c_position=object.Position
 +
      local c_scroll=game.ScrollPosition
 +
      c_position.x=c_position.x-c_scroll.x
 +
      c_position.y=c_position.y-c_scroll.y
 +
      c_position.x=c_position.x-(c_res.x/c_scale/2)
 +
      c_position.y=c_position.y-(c_res.y/c_scale/1.2)
 +
      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)
 +
      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale)
 +
      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
 +
    end
 +
 
 +
    function shaderNoise(on, strength,delay)
 +
      shaders.num.noise = on
 +
      startTween("shader_noiseStrength", shader_noiseStrength, strength, delay,easeLinearInOut)
 +
      shader_noise=on
 +
    end
 +
 
 +
    function shaderSaturation(factor, delay)
 +
      startTween("shader_coeff1",shader_coeff1,factor,delay,easeLinearInOut)
 +
    end
 +
 
 +
    function shaderLightness(offset, delay)
 +
      startTween("shader_coeff3",shader_coeff3,offset,delay,easeLinearInOut)
 +
    end
 +
 
 +
    function shaderContrast(contrast, delay)
 +
      startTween("shader_coeff2",shader_coeff2,contrast,delay,easeLinearInOut)
 +
    end
 +
 
 +
    function shaderHue(target, delay)
 +
      startTween("shader_coeff0",shader_coeff0,target,delay,easeLinearInOut)
 +
    end
 +
 
 +
    function shaderColorize(hue, strength, delay)
 +
      startTween("shader_colorize",shader_colorize,strength,delay,easeLinearIn)
 +
      shader_color=hue
 +
    end
 +
 
 +
    shader_viewportTransition = 1.0
 +
    shader_oldViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
 +
    shader_newViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
 +
    shader_interpolationPoint = {x=0.0, y=0.0}
 +
    function shaderViewportInterpolationPoint(x,y)
 +
      shader_interpolationPoint = {x=x, y=y}
 +
    end
 +
    function shaderViewport(zoom, x, y, rotation, delay, easing)
 +
      shader_viewportTransition = 0.0
 +
      shader_oldViewport.x = shader_offsetx
 +
      shader_oldViewport.y = shader_offsety
 +
      shader_oldViewport.scale = shader_scale
 +
      shader_oldViewport.rotate = shader_rotate
 +
      shader_newViewport.x = x
 +
      shader_newViewport.y = y
 +
      shader_newViewport.scale = zoom
 +
      shader_newViewport.rotate = rotation
 +
      startTween("shader_viewportTransition", 0.0, 1.0, delay,easing)
 +
      currentlyZoomedParameters = { zoomFactor = zoom, x = x, y = y, rotationFactor = rotation }
 +
      if delay == 0 then return end
 +
    end
 +
 
 +
    -- * allows you to pan the camera left or right * --
 +
    function shaderPan(offset, delay, easing, axis)
 +
      if axis then
 +
        startTween("shader_offsety", shader_offsety, offset, delay, easing)
 +
      else
 +
        startTween("shader_offsetx", shader_offsetx, offset, delay, easing)
 +
      end
 +
    end
 +
 
 +
    -- * allows you to zoom the camera in or out * --
 +
    function shaderZoom(zoom, delay, easing)
 +
      startTween("shader_scale", shader_scale, zoom, delay, easing)
 +
    end
 +
 
 +
    -- * allows you to rotate the screen (w/ degree instead of pi) * --
 +
    function shaderRotate(degree, delay, easing)
 +
      degree = (degree / 360 * 2 * 3.14) -- convert degree to pi
 +
      startTween("shader_rotate", shader_rotate, degree, delay, easing)
 +
    end
 +
 
 +
    -- * function that follows character; only active when loop enabled * --
 +
    function followCharacter()
 +
      shaderZoomCharacter(shader_follow.name, shader_follow.c_scale, shader_follow.delay, shader_follow.easing)
 +
    end
 +
 
 +
    shader_effects = {_temporary_=0,
 +
    transition={shader= "sht_transition.bin"} ,
 +
    warp1={shader= "sht_warp1.bin"} ,
 +
    light1={shader="sht_light.bin"},
 +
    tv1 = {shader = "sht_tv1.bin"},
 +
    ripple1 = {shader = "sht_ripple1.bin", vars={speed=0.2, speed_x=0.3, speed_y=0.3, intensity=0.0, frequency=6.0}},
 +
    ripple2 = {shader = "sht_ripple2.bin"},
 +
    ascii = {shader = "sht_ascii.bin"},
 +
    edgeglow = {shader = "sht_edgeglow.bin"},
 +
    chroma = {shader = "sht_chroma.bin"},
 +
    ripple3 = {shader = "sht_ripple3.bin"},
 +
    warp2 = {shader = "sht_warp2.bin"},
 +
    ripple4 = {shader = "sht_ripple4.bin"},
 +
    pearls={shader="sht_pearls.bin"},
 +
    highlight={shader="sht_hightlight.bin"},
 +
    fourbit={shader="sht_fourbit.bin"},
 +
    tv2={shader="sht_tv2.bin"},
 +
    tv3={shader="sht_tv3.bin"},
 +
    tv4={shader="sht_tv4.bin"}
 +
  }
 +
 
 +
  function clamp(a,b,c)
 +
    return math.min(math.max(a,b),c)
 +
  end
 +
 
 +
  function modf(a)
 +
    local a,b = math.modf(a)
 +
    return b
 +
  end
 +
 
 +
  --[[vector =
 +
  {
 +
    add = function(a,b) return {a[1]+b[1],a[2]+b[2],a[3]+b[3]} end,
 +
sub = function(a,b) return {a[1]-b[1],a[2]-b[2],a[3]-b[3]} end,
 +
mult = function(a,b) return {a*b[1],a*b[2],a*b[3]} end,
 +
abs = function(a) return {math.abs(a[1]),math.abs(a[2]),math.abs(a[3])} end,
 +
modf = function(a) return {modf(a[1]),modf(a[2]),modf(a[3])} end,
 +
mix = function(a,b,c) return {a[1]*(1-c)+b[1]*c,a[2]*(1-c)+b[2]*c,a[3]*(1-c)+b[3]*c} end,
 +
clamp = function(a,b,c) return {clamp(a[1],b,c),clamp(a[2],b,c),clamp(a[3],b,c)} end
 +
  }
 +
 
 +
  function fromHSV(h, s, v)
 +
    local K = {1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0}
 +
    local p = vector.abs(vector.sub(vector.mult(6.0,vector.modf(vector.add({h,h,h},{K[1],K[2],K[3]}))), {K[4],K[4],K[4]}))
 +
    return vector.mult(v, vector.mix({K[1],K[1],K[1]}, vector.clamp(vector.sub(p,{K[1],K[1],K[1]}), 0.0, 1.0), s))
 +
  end]]
 +
 
 +
  function standardparam(param, standard)
 +
    if param==nil then
 +
      return standard
 +
    else
 +
      return param
 +
    end
 +
  end
 +
 
 +
  function shaderGlow(on, blurradius, alpha)
 +
    if on == 0 then
 +
      passesRemove(5,"glow")
 +
      shader_glow = on
 +
      shader_glowradius = blurradius
 +
      shader_glowexp = alpha
 +
    else
 +
      passesAdd(5,"glow",{{ shader = shaders.glownum(), source=1, target = 2, clear = 0, variable = "shaders.glownum._i_firstpass" },
 +
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 +
      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
 +
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 +
      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
 +
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 +
      { shader = shaders.glownum(), source=1, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.glownum._i_lastpass" }}) -- 5 4 for cutout
 +
      shader_glow = on
 +
      shader_glowradius = blurradius
 +
      shader_glowexp = alpha
 +
    end
 +
  end
 +
 
 +
  function shaderRadialGlow(on, blurradius, alpha)
 +
    if on == 0 then
 +
      passesRemove(6,"rglow")
 +
      shader_rglow = on
 +
      shader_rglowradius = blurradius
 +
      shader_rglowexp = alpha
 +
    else
 +
      passesAdd(6,"rglow",{{ shader = shaders.rglownum(), source=1, target = 2, clear = 0, variable = "shaders.rglownum._i_firstpass" },
 +
      { shader = shaders.rglownum(), source=2, target = 1, clear = 0 },
 +
      { shader = shaders.rglownum(), source=1, target = 2, clear = 0 },
 +
      { shader = shaders.rglownum(), source=2, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.rglownum._i_lastpass" }})
 +
      shader_rglow = on
 +
      shader_rglowradius = blurradius
 +
      shader_rglowexp = alpha
 +
    end
 +
  end
 +
 
 +
  function shaderActivateLighting(lights)
 +
    if(shader_effects.light1.num==nil)then
 +
      shader_effects.light1.num = shader("light1", shader_effects.light1.shader)
 +
    end
 +
    shader_effects.light1.num.resolution = {game.WindowResolution.x, game.WindowResolution.y}
 +
 
 +
    passesAdd(2,"light1",{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } })
 +
 
 +
    local sh = shader_effects.light1.num
 +
    sh.lights_count = lights
 +
  end
 +
 
 +
  function shaderDeactivateLighting()
 +
    passesRemove(2,"light1")
 +
  end
 +
 
 +
  function table.join(t1, t2)
 +
    local t3 = {}
 +
    local offset = #t1
 +
    for k,v in pairs(t1) do
 +
      t3[k] = v
 +
    end
 +
    for k,v in pairs(t2) do
 +
      if(type(k)=="string")then
 +
        t3[k] = v
 +
      else
 +
        t3[offset + k] = v
 +
      end
 +
    end
 +
    return t3
 +
  end
 +
 
 +
  function shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)
 +
    local l = "lights["..index.."]."
 +
    position[3]=standardparam(position[3],1.0)
 +
    targetpos[3]=standardparam(targetpos[3],10.0)
 +
    local sh = shader_effects["light1"].num
 +
    sh[l.."position"] = position
 +
    sh[l.."targetpos"] = targetpos
 +
    sh["_i_"..l.."type"] = type
 +
    sh[l.."lightfalloff"] = standardparam(falloff,{0.01,0.0001,0.0})
 +
    sh[l.."ambient"] = standardparam(ambient,{0,0,0})
 +
    sh[l.."diffuse"] = standardparam(diffuse,{1,1,1})
 +
    sh[l.."diffusefactor"] = standardparam(diffusefactor,1)
 +
    if type==0 then --point light
 +
      sh[l.."exponent"] = standardparam(exponent,90)
 +
      sh[l.."cutoff"] = standardparam(cutoff,0)
 +
    end
 +
  end
 +
 
 +
  -- * function that blurs the screen * --
 +
  function shaderBlur(strength, delay)
 +
    passesAdd(2, "blur", {
 +
{ shader = shaders.bnum(), source=1, target = 2, clear = 0, variable = "shaders.bnum._i_firstpass" },
 +
{ shader = shaders.bnum(), source=2, target = 1, clear = 0},
 +
{ shader = shaders.bnum(), source=1, target = 2, clear = 0 },
 +
{ shader = shaders.bnum(), source=2, target = 1, clear = 0 },
 +
{ shader = shaders.bnum(), source=1, target = 2, clear = 0 },
 +
{ shader = shaders.bnum(), source=2, target = 0, clear = 0, comp_dst=0, variable = "shaders.bnum._i_lastpass" }})
 +
    startTween("shader_blur",shader_blur,strength, delay,easeBackInOut)
 +
  end
 +
 
 +
  function shaderActivate()
 +
    shader_active = true
 +
    passesUpdate()
 +
  end
 +
 
 +
  function shaderDeactivate()
 +
    shader_active = false
 +
    passesUpdate()
 +
  end
 +
 
 +
  -- Passes
 +
 
 +
  shader_passes = {
 +
    {"basic",{renderbuffers = 2, { shader = shaders.num(), source=0, target = 1 }}}, -- basic slot, hue, sat, lightness
 +
    {}, -- slot 2 takes many effects
 +
    {}, -- slot 3 takes blur
 +
    {"composite", {{source = 1, target = 0 }}}, -- slot 4 takes compositing everything
 +
    {}, -- slot 5 is for glow
 +
    {} -- slot 6 is for radial glow
 +
  }
 +
  shader_slots = {
 +
    {shader = 0, comp_src = 5, comp_dst = 4}
 +
  }
 +
 
 +
  function passesRemove(position, id)
 +
    if position==2 then -- effects slot
 +
      for k,v in pairs(shader_passes[2]) do
 +
        if(v[1]==id)then
 +
          table.remove(shader_passes[2], k)
 +
          break
 +
        end
 +
      end
 +
    else
 +
      if shader_passes[position][1]==id then
 +
        shader_passes[position]={}
 +
      end
 +
    end
 +
    passesUpdate()
 +
  end
 +
 
 +
  function passesAdd(position, id, passes)
 +
    if position==2 then -- effects slot
 +
      local found = false
 +
      for k,v in pairs(shader_passes[2]) do
 +
        if(v[1]==id)then
 +
          found = true
 +
        end
 +
      end
 +
      if not found then
 +
        table.insert(shader_passes[2], {id, passes})
 +
      end
 +
    else
 +
      if(shader_passes[position][1]==nil)then
 +
        shader_passes[position]={id, passes}
 +
      end
 +
    end
 +
    passesUpdate()
 +
  end
 +
 
 +
  function passesUpdate()
 +
    for k,v in pairs(shaders_compiled) do
 +
      if(k~="glow" and k~="num" and k~="blur" and k~="rglow" and shader_effects[k].num==nil)then
 +
        shader_effects[k].num = shader(k, "", shader_effects[k].shader)
 +
      end
 +
    end
 +
 
 +
    if shader_active == false then
 +
      shaderSetOptions({ { shader = shaders.num(), source=0, target = 0, clear = 0 } })
 +
    else
 +
      -- composite passes
 +
      local worktable = {}
 +
      local lastpass = 0
 +
      for k,v in pairs(shader_passes) do
 +
        if(k==2)then
 +
          for k,v in pairs(shader_passes[2]) do
 +
            for i,v in pairs(shader_passes[2][k][2]) do
 +
              v.source = lastpass + 1
 +
              lastpass = (lastpass + 1) % 2
 +
              v.target = lastpass + 1
 +
            end
 +
            worktable = table.join(worktable,v[2])
 +
          end
 +
        elseif v[2] ~= nil then
 +
          if k~=1 then
 +
            if k==5 or k==6 then
 +
              lastpass = (lastpass + 1) % 2
 +
            end
 +
            for i,v in pairs(shader_passes[k][2]) do
 +
              if type(v)=="table" then
 +
                v.source = lastpass + 1
 +
                lastpass = (lastpass + 1) % 2
 +
                v.target = lastpass + 1
 +
                if (k==4 or k==5 or k==6) and i==#shader_passes[k][2] then
 +
                  v.target = 0
 +
                end
 +
              end
 +
            end
 +
          end
 +
          worktable = table.join(worktable,v[2])
 +
        end
 +
      end
 +
      for k,v in pairs(worktable) do
 +
        if type(v) == "table" and v.variable ~= nil then
 +
          load(v.variable.."="..(k-1))()
 +
        end
 +
      end
 +
      shaderSetOptions(worktable)
 +
    end
 +
  end
 +
 
 +
  function shaderAddEffect(name, _table)
 +
    if(shader_effects[name].num==nil)then
 +
      shader_effects[name].num = shader(name, shader_effects[name].shader)
 +
      if shader_effects[name].vars~=nil then
 +
        for k,v in pairs(shader_effects[name].vars) do
 +
          shader_effects[name].num[k] = v
 +
        end
 +
      end
 +
    end
 +
 
 +
    passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } })
 +
 
 +
    local sh = shader_effects[name].num
 +
    sh.resolution = {game.WindowResolution.x, game.WindowResolution.y}
 +
    bind(name, "time", field("shader_iTime"))
 +
    sh.strength=1
 +
 
 +
    if _table~=nil then
 +
      for k,v in pairs(_table) do
 +
        sh[k] = v
 +
      end
 +
    end
 +
  end
 +
 
 +
  function shaderRemoveEffect(name)
 +
    passesRemove(2,name)
 +
    unbind(name, "time")
 +
  end
 +
 
 +
  function shaderEffectParam(name, param, value)
 +
    shader_effects[name].num[param] = value
 +
  end
 +
 
 +
  function matrixFastInverse(mat)
 +
    local invers = mat * matrix:new({{1,0,0},{0,1,0},{0,0,1}})
 +
    invers[1][3], invers[2][3] = invers[3][1], invers[3][2]
 +
    invers[3][1], invers[3][2] = 0,0
 +
    invers[1][1] = 1 / invers[1][1]
 +
    invers[2][2] = 1 / invers[2][2]
 +
    invers[1][3] = - invers[1][3] * invers[1][1]
 +
    invers[2][3] = - invers[2][3] * invers[2][2]
 +
    return invers:transpose()
 +
  end
 +
 
 +
  function shaderMain()
 +
    if shaders.c_scene:getId().id~=game.CurrentScene:getId().id then
 +
      shaders.c_scene = game.CurrentScene
 +
      passesUpdate()
 +
      for k,v in pairs(shaders_compiled) do
 +
        local sh = shader_effects[k]
 +
        if sh ~= nil then
 +
          sh = sh.num
 +
        elseif k=="glow" then
 +
          sh = shaders.glownum
 +
        elseif k=="rglow" then
 +
          sh = shaders.rglownum
 +
        elseif k=="num" then
 +
          sh = shaders.num
 +
        elseif k=="blur" then
 +
          sh = shaders.bnum
 +
        end
 +
        for k,f in pairs(v) do
 +
          sh[k] = f
 +
        end
 +
      end
 +
    end
 +
    shader_iTime=shader_iTime+0.0166
 +
    if(shader_iTime>2000)then
 +
      shader_iTime=0
 +
    end
 +
 
 +
    shaders.num.iTime = shader_iTime*0.1
 +
    shaders.num.noiseFactor=shader_noiseStrength
 +
    shaders.num.weights ={shader_colorize,shader_color}
 +
    shaders.num.shader_coeff={shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}
 +
 
 +
    if shader_blur==0 and #(shader_passes[3])==1 then
 +
      passesRemove(2, "blur")
 +
    else
 +
      local streng = math.max(shader_blur,0)
 +
      shaders.bnum.down = math.max(streng,1)
 +
      shaders.bnum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 +
      shaders.bnum.exposure = 1
 +
    end
 +
    if shader_glow == 1 then
 +
      local streng = math.max(shader_glowradius,0)
 +
      shaders.glownum.down = math.max(streng,1)
 +
      shaders.glownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 +
      shaders.glownum.exposure = shader_glowexp
 +
    end
 +
 
 +
    if shader_rglow == 1 then
 +
      local streng = math.max(shader_rglowradius,0)
 +
      shaders.rglownum.down = math.max(streng,1)
 +
      shaders.rglownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 +
      shaders.rglownum.exposure = shader_rglowexp
 +
    end
 +
 
 +
    if shader_viewportTransition > 0.0 and shader_viewportTransition < 1.0 then
 +
      shader_scale = (1.0 -shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale
 +
      shader_rotate = (1.0 -shader_viewportTransition) * shader_oldViewport.rotate + shader_viewportTransition * shader_newViewport.rotate
 +
 
 +
      local startCenter = {x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,
 +
      y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y}
 +
      local endCenter = {x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,
 +
      y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y}
 +
      local interpolatedCenter = {x = startCenter.x * (1.0 -shader_viewportTransition) + endCenter.x * shader_viewportTransition,
 +
      y = startCenter.y * (1.0 -shader_viewportTransition) + endCenter.y * shader_viewportTransition}
 +
 
 +
      shader_offsetx = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x
 +
      shader_offsety = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y
 +
 
 +
    elseif shader_viewportTransition == 1.0 then
 +
      shader_offsetx = shader_newViewport.x
 +
      shader_offsety = shader_newViewport.y
 +
      shader_scale = shader_newViewport.scale
 +
      shader_rotate = shader_newViewport.rotate
 +
      shader_viewportTransition = 0.0
 +
    end
 +
 
 +
    local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0},{-math.sin(shader_rotate),math.cos(shader_rotate),0},{0,0,1}}
 +
    local scale = matrix{{shader_scale,0,0},{0,shader_scale,0},{0,0,1}}
 +
    local translate = matrix{{1,0,0},{0,1,0},{-c_res.x/2,-c_res.y/2,1}}
 +
    local translate2 = matrix{{1,0,0},{0,1,0},{c_res.x/2,c_res.y/2,1}}
 +
    local translate3 = matrix{{1,0,0},{0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,1}}
 +
 
 +
    local cam_mat = ((((translate*rot)*translate2)*translate3)*scale)
 +
    graphics.matrix1 = cam_mat:tofloat()
 +
    graphics.invMatrix1 = matrixFastInverse(cam_mat):tofloat()
 +
    graphics.textMatrix = cam_mat:tofloat()
 +
 
 +
    if(binding~=nil)then
 +
      for k,v in pairs(binding.binding) do
 +
        if(v[3]==nil)then
 +
          if(v[4]=="")then
 +
            binding = {active=false, binding = {}}
 +
            break
 +
          end
 +
          v[3]=load(v[4]:fromhex())()
 +
        end
 +
        shader_effects[v[1]].num[v[2]] = v[3]()
 +
      end
 +
    end
 +
  end
 +
  registerEventHandler("mainLoop", "shaderMain")
 +
  shaderMain()
 +
  passesUpdate()
 +
 
 +
  --- BINDING LIB
 +
 
 +
  binding = {active=false, binding = {}}
 +
  cursor = function()
 +
    return getCursorPos()
 +
  end
 +
  function inteval(a)
 +
    if(type(a)=="function")then
 +
      return a()
 +
    else
 +
      return a
 +
    end
 +
  end
 +
  function pointeval(a, b, c)
 +
    local a = inteval(a)
 +
    if(type(a)=="table")then
 +
      if(a.x~=nil)then
 +
        if(b~=nil)then
 +
          return {a.x,a.y,inteval(b)}
 +
        else
 +
          return {a.x,a.y}
 +
        end
 +
      else if(a[0]~=nil)then
 +
        if(c~=nil)then
 +
          return {a[0],a[1],inteval(c)}
 +
        else
 +
          return {a[0],a[1]}
 +
        end
 +
      end
 +
    end
 +
  else
 +
    local b = inteval(b)
 +
    if(type(b)=="table")then
 +
      if(b.x~=nil)then
 +
        return {a,b.x,b.y}
 +
      else
 +
        return {a,b[0],b[1]}
 +
      end
 +
    else
 +
      if(c~=nil)then
 +
        return {a, b, inteval(c)}
 +
      else
 +
        return {a, b}
 +
      end
 +
    end
 +
  end
 +
end
 +
function shaderPoint(a, b, c)
 +
  return function ()
 +
    return pointeval(a,b,c)
 +
  end
 +
end
 +
function field(a)
 +
  return load("return function() return "..a.." end")()
 +
end
 +
function inverty(a)
 +
  return function()
 +
    local pos = inteval(a)
 +
if not graphics.isUpsideDown() then
 +
pos.y = c_res.y-pos.y
 +
end
 +
    return pos
 +
  end
 +
end
 +
function scrollfix(a)
 +
  return function()
 +
    local pos = inteval(a)
 +
    local scroll = game.ScrollPosition
 +
    pos.x = pos.x - scroll.x
 +
    pos.y = pos.y - scroll.y
 +
    return pos
 +
  end
 +
end
 +
function bind(shader, name, source)
 +
  local t = string.dump(source)
 +
  table.insert(binding.binding, {shader, name, source, t:tohex()})
 +
end
 +
function unbind(shader, name)
 +
  for k,v in pairs(binding.binding) do
 +
    if v[2] == name and v[1] == shader then
 +
      table.remove(binding.binding, k)
 +
      break
 +
    end
 +
  end
 +
end
 +
function offset(a,b)
 +
  return function()
 +
    local pos = inteval(a)
 +
    pos.x = pos.x + b[1]
 +
    pos.y = pos.y + b[2]
 +
    return pos
 +
  end
 +
end
 +
function dist(a,b)
 +
  return function()
 +
    local a = inteval(a)
 +
    local b = inteval(b)
 +
    a.x = a.x - b.x
 +
    a.y = a.y - b.y
 +
    return math.sqrt(a.x*a.x + a.y*a.y)
 +
  end
 +
end
 +
function factor(a,b)
 +
  return function()
 +
    return inteval(a)*b
 +
  end
 +
end
 +
 
 +
 
 +
shader_effects["lut"] = {shader="sht_lut.bin"}
 +
 
 +
--[[shader_effects["fisheye"] = {shader=basic_fsh..
 +
uniform float amount;
 +
 
 +
void mainImage( out vec4 fragColor, in vec2 fragCoord )
 +
{
 +
  vec2 p = fragCoord.xy / iResolution.x;//normalized coords with some cheat
 +
  //(assume 1:1 prop)
 +
  float prop = iResolution.x / iResolution.y;//screen proroption
 +
  vec2 m = vec2(0.5, 0.5 / prop);//center coords
 +
  vec2 d = p - m;//vector from center to current fragment
 +
  float r = sqrt(dot(d, d)); // distance of pixel from center
 +
 
 +
  float power = ( 2.0 * 3.141592 / (2.0 * sqrt(dot(m, m))) ) *
 +
  (amount - 0.5);//amount of effect
 +
 
 +
  float bind;//radius of 1:1 effect
 +
  if (power > 0.0) bind = sqrt(dot(m, m));//stick to corners
 +
else {if (prop < 1.0) bind = m.x; else bind = m.y;}//stick to borders
 +
 
 +
  //Weird formulas
 +
  vec2 uv;
 +
  if (power > 0.0)//fisheye
 +
  uv = m + normalize(d) * tan(r * power) * bind / tan( bind * power);
 +
else if (power < 0.0)//antifisheye
 +
  uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
 +
else uv = p;//no effect for power = 1.0
 +
 
 +
  vec3 col = texture2D(iChannel0, vec2(uv.x, uv.y * prop)).xyz;//Second part of cheat
 +
  //for round effect, not elliptical
 +
  fragColor = vec4(col, 1.0);
 +
}
 +
 
 +
void main()
 +
{
 +
  vec4 color;
 +
  mainImage(color, texcoord.xy*iResolution.xy);
 +
  gl_FragColor = color;
 +
}
 +
}]]
  
for _,t in pairs(closures) do
 
  for i = 2,#t do 
 
    debug.setupvalue(t[1], i-1, t[i]) 
 
  end 
 
end
 
]]
 
 
local lua_reserved_keywords = {
 
  'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for', 
 
  'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat', 
 
  'return', 'then', 'true', 'until', 'while' }
 
 
local function keys(t)
 
  local res = {}
 
  local oktypes = { stringstring = true, numbernumber = true }
 
  local function cmpfct(a,b)
 
    if oktypes[type(a)..type(b)] then
 
      return a < b
 
    else
 
      return type(a) < type(b)
 
    end
 
  end
 
  for k in pairs(t) do
 
    res[#res+1] = k
 
  end
 
  table.sort(res, cmpfct)
 
  return res
 
end
 
 
local c_functions = {}
 
for _,lib in pairs{'_G', 'string', 'table', 'math', 
 
    'io', 'os', 'coroutine', 'package', 'debug'} do
 
  local t = _G[lib] or {}
 
  lib = lib .. "."
 
  if lib == "_G." then lib = "" end
 
  for k,v in pairs(t) do
 
    if type(v) == 'function' and not pcall(string.dump, v) then
 
      c_functions[v] = lib..k
 
    end
 
  end
 
end
 
 
function DataDumper(value, varname, fastmode, ident)
 
  local defined, dumplua = {}
 
  -- Local variables for speed optimization
 
  local string_format, type, string_dump, string_rep = 
 
        string.format, type, string.dump, string.rep
 
  local tostring, pairs, table_concat = 
 
        tostring, pairs, table.concat
 
  local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0
 
  setmetatable(strvalcache, {__index = function(t,value)
 
    local res = string_format('%q', value)
 
    t[value] = res
 
    return res
 
  end})
 
  local fcts = {
 
    string = function(value) return strvalcache[value] end,
 
    number = function(value) return value end,
 
    boolean = function(value) return tostring(value) end,
 
    ['nil'] = function(value) return 'nil' end,
 
    ['function'] = function(value) 
 
      return string_format("loadstring(%q)", string_dump(value)) 
 
    end,
 
    userdata = function(value)
 
--if value.getId ~= nil then
 
--    return value:getId().id .. " " .. value:getName()
 
--else
 
--    return "userdata"
 
--end
 
end,
 
    thread = function() error("Cannot dump threads") end,
 
  }
 
  local function test_defined(value, path)
 
    if defined[value] then
 
      if path:match("^getmetatable.*%)$") then
 
        out[#out+1] = string_format("s%s, %s)\n", path:sub(2,-2), defined[value])
 
      else
 
        out[#out+1] = path .. " = " .. defined[value] .. "\n"
 
      end
 
      return true
 
    end
 
    defined[value] = path
 
  end
 
  local function make_key(t, key)
 
    local s
 
    if type(key) == 'string' and key:match('^[_%a][_%w]*$') then
 
      s = key .. "="
 
    else
 
      s = "[" .. dumplua(key, 0) .. "]="
 
    end
 
    t[key] = s
 
    return s
 
  end
 
  for _,k in ipairs(lua_reserved_keywords) do
 
    keycache[k] = '["'..k..'"] = '
 
  end
 
  if fastmode then 
 
    fcts.table = function (value)
 
      -- Table value
 
      local numidx = 1
 
      out[#out+1] = "{"
 
      for key,val in pairs(value) do
 
        if key == numidx then
 
          numidx = numidx + 1
 
        else
 
          out[#out+1] = keycache[key]
 
        end
 
        local str = dumplua(val)
 
        out[#out+1] = str..","
 
      end
 
      if string.sub(out[#out], -1) == "," then
 
        out[#out] = string.sub(out[#out], 1, -2);
 
      end
 
      out[#out+1] = "}"
 
      return "" 
 
    end
 
  else 
 
    fcts.table = function (value, ident, path)
 
      if test_defined(value, path) then return "nil" end
 
      -- Table value
 
      local sep, str, numidx, totallen = " ", {}, 1, 0
 
      local meta, metastr = (debug or getfenv()).getmetatable(value)
 
      if meta then
 
        ident = ident + 1
 
        metastr = dumplua(meta, ident, "getmetatable("..path..")")
 
        totallen = totallen + #metastr + 16
 
      end
 
      for _,key in pairs(keys(value)) do
 
        local val = value[key]
 
        local s = ""
 
        local subpath = path
 
        if key == numidx then
 
          subpath = subpath .. "[" .. numidx .. "]"
 
          numidx = numidx + 1
 
        else
 
          s = keycache[key]
 
          if not s:match "^%[" then subpath = subpath .. "." end
 
          subpath = subpath .. s:gsub("%s*=%s*$","")
 
        end
 
        local res = dumplua(val, ident+1, subpath)
 
        if res ~= nil then
 
          s = s .. res
 
        end
 
        str[#str+1] = s
 
        totallen = totallen + #s + 2
 
      end
 
      if totallen > 80 then
 
        sep = "\n" .. string_rep("  ", ident+1)
 
      end
 
      str = "{"..sep..table_concat(str, ","..sep).." "..sep:sub(1,-3).."}" 
 
      if meta then
 
        sep = sep:sub(1,-3)
 
        return "setmetatable("..sep..str..","..sep..metastr..sep:sub(1,-3)..")"
 
      end
 
      return str
 
    end
 
    fcts['function'] = function (value, ident, path)
 
      if test_defined(value, path) then return "nil" end
 
      if c_functions[value] then
 
        return c_functions[value]
 
      elseif debug == nil or debug.getupvalue(value, 1) == nil then
 
--        return "loadstring()"
 
        return string_format("loadstring(%q)", string_dump(value))
 
      end
 
      closure_cnt = closure_cnt + 1
 
      local res = {string.dump(value)}
 
      for i = 1,math.huge do
 
        local name, v = debug.getupvalue(value,i)
 
        if name == nil then break end
 
        res[i+1] = v
 
      end
 
      return "closure " .. dumplua(res, ident, "closures["..closure_cnt.."]")
 
    end
 
  end
 
  function dumplua(value, ident, path)
 
    return fcts[type(value)](value, ident, path)
 
  end
 
  if varname == nil then
 
    varname = "return "
 
  elseif varname:match("^[%a_][%w_]*$") then
 
    varname = varname .. " = "
 
  end
 
  if fastmode then
 
    setmetatable(keycache, {__index = make_key })
 
    out[1] = varname
 
    table.insert(out,dumplua(value, 0))
 
    return table.concat(out)
 
  else
 
    setmetatable(keycache, {__index = make_key })
 
    local items = {}
 
    for i=1,10 do items[i] = '' end
 
    items[3] = dumplua(value, ident or 0, "t")
 
    if closure_cnt > 0 then
 
      items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)")
 
      out[#out+1] = ""
 
    end
 
    if #out > 0 then
 
      items[2], items[4] = "local t = ", "\n"
 
      items[5] = table.concat(out)
 
      items[7] = varname .. "t"
 
    else
 
      items[2] = varname
 
    end
 
    return table.concat(items)
 
  end
 
end
 
 
-- End of DataDumper
 
--
 
-- Shader Metatable
 
 
shaders_compiled = {}
 
local shader_meta = {}
 
local shader = {}
 
function shader:new (this, id, file)
 
    local shader = {}
 
    shader.num = shaderCompile(file)
 
    shader.id = id
 
    if shaders_compiled[id] == nil then
 
        shaders_compiled[id] = {}
 
    end
 
    return setmetatable( shader, shader_meta )
 
end
 
shader_meta.__call = function(this)
 
    return this.num
 
end
 
shader_meta.__newindex = function(this, field, value)
 
    shaders_compiled[this.id][field] = value
 
    graphics.shaderUniform(this.num, field, value)
 
end
 
setmetatable( shader, { __call = function( ... ) return shader:new( ... ) end } )
 
function tween(val,newval,delay,ease)
 
    startTween(val, _G[val], newval, delay,ease)
 
end
 
 
 
basic_vsh=[[#ifdef GL_ES
 
precision lowp float; 
 
precision lowp int; 
 
#endif
 
varying vec2 texcoord; 
 
uniform mat4 mvp_mat;
 
attribute vec2 position; 
 
attribute vec2 uv;
 
uniform int pass;
 
void main () 
 
 
  gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0); 
 
  texcoord = uv; 
 
}]]
 
 
----------------------------
 
basic_fsh=[[#ifdef GL_ES
 
precision highp float; 
 
precision lowp  int; 
 
#endif
 
#define iChannel0 composite
 
#define iResolution resolution
 
#define iGlobalTime time
 
#define iMouse mouse
 
uniform float time;
 
uniform sampler2D composite;
 
uniform int pass;
 
uniform vec2 mouse;
 
uniform vec2 resolution;
 
varying vec2 texcoord;]]
 
 
----------------------------
 
shaders = {_temporary_=0, c_scene = game.CurrentScene, 
 
---------------------------
 
glownum = shader("glow","sht_glow.bin"),
 
----------------------------
 
rglownum = shader("rglow","sht_glowradial.bin"),
 
----------------------------
 
bnum = shader("blur","sht_blur.bin"),
 
----------------------------
 
num = shader("num","sht_color.bin")}
 
 
shader_coeff0=0
 
shader_coeff1=1
 
shader_coeff2=1
 
shader_coeff3=0
 
shader_blur=0
 
shader_downsize=1
 
shader_colorize=0
 
shader_color=0
 
shader_iTime = 0
 
shader_noise=0
 
shader_noiseStrength=0.0
 
shader_passes=2
 
shader_active = true
 
shader_glow = 0
 
shader_glowradius = 0
 
shader_glowexp = 1
 
 
shader_rotate=0.0
 
shader_scale = 1.0
 
shader_offsetx = 0.0
 
shader_offsety = 0.0
 
shader_follow = {on=0, name="", c_scale=1, easing = easeQuintOut, delay = 0}
 
 
c_res=game.WindowResolution
 
 
shaders.num.weights = {shader_colorize,shader_color}
 
shaders.num.shader_coeff = {shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}
 
shaders.glownum.resolution = {c_res.x,c_res.y}
 
if graphics.isUpsideDown() then
 
  shaders.bnum.upsideDown = 1.0
 
  shaders.rglownum.upsideDown = 1.0
 
  shaders.glownum.upsideDown = 1.0
 
else
 
  shaders.glownum.upsideDown = 0.0
 
  shaders.bnum.upsideDown = 0.0
 
  shaders.rglownum.upsideDown = 0.0
 
end
 
shaders.bnum.resolution = {c_res.x,c_res.y}
 
 
-- * function that stops following specified character & resets camera back to default * --
 
function shaderStopFollow(easing)
 
    shader_follow.on = 0
 
if easing == nil then
 
easing = easeQuadInOut
 
end
 
    shaderViewport(1, 0, 0, 0, shader_follow.delay, easing)
 
    unregisterEventHandler("mainLoop", "followCharacter")
 
end
 
 
 
-- * function that smoothly follows specified character * --
 
function shaderFollowCharacter(name, c_scale, delay, easing)
 
    if name == "" then name = game.CurrentCharacter:getName() end
 
    if shader_follow.on == 0 then registerEventHandler("mainLoop", "followCharacter") end
 
    shader_follow.on = 1
 
    shader_follow.name = name
 
    shader_follow.c_scale = c_scale
 
    shader_follow.delay = delay
 
    shader_follow.easing = easing
 
end
 
 
function shaderZoomCharacter(name, c_scale, delay, easing)
 
    local c_position={}
 
    if(name=="")then
 
        c_position=game.CurrentCharacter.Position
 
    else
 
        c_position=Characters[name].Position
 
    end
 
    local c_scroll=game.ScrollPosition
 
    c_position.x=c_position.x-c_scroll.x
 
    c_position.y=c_position.y-c_scroll.y
 
    c_position.x=c_position.x-(c_res.x/c_scale/2)
 
    c_position.y=c_position.y-(c_res.y/c_scale/1.6)
 
c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)
 
c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale)
 
    shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
 
end
 
 
function shaderZoomObject(object, c_scale, delay, easing)
 
    local c_position=object.Position
 
    local c_scroll=game.ScrollPosition
 
    c_position.x=c_position.x-c_scroll.x
 
    c_position.y=c_position.y-c_scroll.y
 
    c_position.x=c_position.x-(c_res.x/c_scale/2)
 
    c_position.y=c_position.y-(c_res.y/c_scale/1.2)
 
    shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
 
end
 
 
function shaderNoise(on, strength,delay)
 
    shaders.num.noise = on
 
    startTween("shader_noiseStrength", shader_noiseStrength, strength, delay,easeLinearInOut)
 
    shader_noise=on
 
end
 
 
function shaderSaturation(factor, delay)
 
    startTween("shader_coeff1",shader_coeff1,factor,delay,easeLinearInOut)
 
end
 
 
function shaderLightness(offset, delay)
 
    startTween("shader_coeff3",shader_coeff3,offset,delay,easeLinearInOut)
 
end
 
 
function shaderContrast(contrast, delay)
 
    startTween("shader_coeff2",shader_coeff2,contrast,delay,easeLinearInOut)
 
end
 
 
function shaderHue(target, delay)
 
    startTween("shader_coeff0",shader_coeff0,target,delay,easeLinearInOut)
 
end
 
 
function shaderColorize(hue, strength, delay)
 
    startTween("shader_colorize",shader_colorize,strength,delay,easeLinearIn)
 
    shader_color=hue
 
end
 
 
shader_viewportTransition = 1.0
 
shader_oldViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
 
shader_newViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
 
shader_interpolationPoint = {x=0.0, y=0.0}
 
function shaderViewportInterpolationPoint(x,y)
 
  shader_interpolationPoint = {x=x, y=y} 
 
end
 
function shaderViewport(zoom, x, y, rotation, delay, easing)
 
  shader_viewportTransition = 0.0
 
  shader_oldViewport.x = shader_offsetx
 
  shader_oldViewport.y = shader_offsety
 
  shader_oldViewport.scale = shader_scale
 
  shader_oldViewport.rotate = shader_rotate
 
  shader_newViewport.x = x
 
  shader_newViewport.y = y
 
  shader_newViewport.scale = zoom
 
  shader_newViewport.rotate = rotation
 
  startTween("shader_viewportTransition", 0.0, 1.0, delay,easing)
 
  if delay == 0 then return end
 
--[[  if Scenes["sys_tpote"] ~= nil then
 
    currentZoom = { zoomFactor = zoom, x = x, y = y, rotationFactor = rotation }
 
    Scenes["sys_tpote"].SceneConditions["sys_checkIfZoomIsRunning"].ConditionValue = true
 
    startAction( Scenes["sys_tpote"].SceneActions["checkIfZoomIsRunning"] )
 
  end]]
 
end
 
 
-- * allows you to pan the camera left or right * --
 
function shaderPan(offset, delay, easing, axis)
 
    if axis then 
 
        startTween("shader_offsety", shader_offsety, offset, delay, easing) 
 
    else 
 
        startTween("shader_offsetx", shader_offsetx, offset, delay, easing) 
 
    end
 
end
 
 
 
-- * allows you to zoom the camera in or out * --
 
function shaderZoom(zoom, delay, easing)
 
    startTween("shader_scale", shader_scale, zoom, delay, easing)
 
end
 
 
 
-- * allows you to rotate the screen (w/ degree instead of pi) * --
 
function shaderRotate(degree, delay, easing)
 
    degree = (degree / 360 * 2 * 3.14) -- convert degree to pi
 
    startTween("shader_rotate", shader_rotate, degree, delay, easing)
 
end
 
 
 
-- * function that follows character; only active when loop enabled * --
 
function followCharacter()
 
    shaderZoomCharacter(shader_follow.name, shader_follow.c_scale, shader_follow.delay, shader_follow.easing)
 
end
 
 
shader_effects = {_temporary_=0, 
 
transition={shader= "sht_transition.bin"} ,
 
warp1={shader= "sht_warp1.bin"} ,
 
light1={shader="sht_light.bin"},
 
tv1 = {shader = "sht_tv1.bin"},
 
ripple1 = {shader = "sht_ripple1.bin", vars={speed=0.2, speed_x=0.3, speed_y=0.3, intensity=0.0, frequency=6.0}},
 
ripple2 = {shader = "sht_ripple2.bin"},
 
ascii = {shader = "sht_ascii.bin"},
 
edgeglow = {shader = "sht_edgeglow.bin"},
 
chroma = {shader = "sht_chroma.bin"},
 
ripple3 = {shader = "sht_ripple3.bin"},
 
warp2 = {shader = "sht_warp2.bin"},
 
ripple4 = {shader = "sht_ripple4.bin"},
 
pearls={shader="sht_pearls.bin"},
 
highlight={shader="sht_hightlight.bin"},
 
fourbit={shader="sht_fourbit.bin"},
 
tv2={shader="sht_tv2.bin"},
 
tv3={shader="sht_tv3.bin"},
 
tv4={shader="sht_tv4.bin"}
 
}
 
 
function clamp(a,b,c)
 
    return math.min(math.max(a,b),c)
 
end
 
 
function modf(a)
 
    local a,b = math.modf(a)
 
    return b
 
end
 
 
vector = {add = function(a,b) return {a[1]+b[1],a[2]+b[2],a[3]+b[3]} end,
 
sub = function(a,b) return {a[1]-b[1],a[2]-b[2],a[3]-b[3]} end,
 
mult = function(a,b) return {a*b[1],a*b[2],a*b[3]} end,
 
abs = function(a) return {math.abs(a[1]),math.abs(a[2]),math.abs(a[3])} end,
 
modf = function(a) return {modf(a[1]),modf(a[2]),modf(a[3])} end,
 
mix = function(a,b,c) return {a[1]*(1-c)+b[1]*c,a[2]*(1-c)+b[2]*c,a[3]*(1-c)+b[3]*c} end,
 
clamp = function(a,b,c) return {clamp(a[1],b,c),clamp(a[2],b,c),clamp(a[3],b,c)} end }
 
 
function fromHSV(h, s, v)
 
    local K = {1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0}
 
    local p = vector.abs(vector.sub(vector.mult(6.0,vector.modf(vector.add({h,h,h},{K[1],K[2],K[3]}))), {K[4],K[4],K[4]}))
 
    return vector.mult(v, vector.mix({K[1],K[1],K[1]}, vector.clamp(vector.sub(p,{K[1],K[1],K[1]}), 0.0, 1.0), s))
 
end
 
 
function standardparam(param, standard)
 
    if param==nil then
 
        return standard
 
    else
 
        return param
 
    end
 
end
 
 
function shaderGlow(on, blurradius, alpha)
 
    if on == 0 then
 
        passesRemove(5,"glow")
 
        shader_glow = on
 
        shader_glowradius = blurradius
 
        shader_glowexp = alpha
 
    else
 
        passesAdd(5,"glow",{{ shader = shaders.glownum(), source=1, target = 2, clear = 0, variable = "shaders.glownum._i_firstpass" },
 
            { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 
            { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
 
            { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 
            { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
 
            { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
 
            { shader = shaders.glownum(), source=1, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.glownum._i_lastpass" }}) -- 5 4 for cutout
 
        shader_glow = on
 
        shader_glowradius = blurradius
 
        shader_glowexp = alpha
 
    end
 
end
 
 
function shaderRadialGlow(on, blurradius, alpha)
 
    if on == 0 then
 
        passesRemove(6,"rglow")
 
        shader_rglow = on
 
        shader_rglowradius = blurradius
 
        shader_rglowexp = alpha
 
    else
 
        passesAdd(6,"rglow",{{ shader = shaders.rglownum(), source=1, target = 2, clear = 0, variable = "shaders.rglownum._i_firstpass" },
 
            { shader = shaders.rglownum(), source=2, target = 1, clear = 0 },
 
            { shader = shaders.rglownum(), source=1, target = 2, clear = 0 },
 
            { shader = shaders.rglownum(), source=2, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.rglownum._i_lastpass" }})
 
        shader_rglow = on
 
        shader_rglowradius = blurradius
 
        shader_rglowexp = alpha
 
    end
 
end
 
 
function shaderActivateLighting(lights)
 
    if(shader_effects.light1.num==nil)then
 
        shader_effects.light1.num = shader("light1", shader_effects.light1.shader)
 
    end
 
    shader_effects.light1.num.resolution = {game.WindowResolution.x, game.WindowResolution.y}
 
 
    passesAdd(2,"light1",{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } })
 
 
    local sh = shader_effects.light1.num
 
    sh.lights_count = lights
 
end
 
 
function shaderDeactivateLighting()
 
    passesRemove(2,"light1")
 
end
 
 
function table.join(t1, t2)
 
    local t3 = {}
 
    local offset = #t1
 
    for k,v in pairs(t1) do 
 
        t3[k] = v 
 
    end
 
    for k,v in pairs(t2) do 
 
        if(type(k)=="string")then
 
            t3[k] = v 
 
        else
 
            t3[offset + k] = v 
 
        end
 
    end
 
    return t3
 
end
 
 
function shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)
 
    if(shader_effects.light1.num==nil)then
 
        shader_effects.light1.num = shader("light1", basic_vsh, shader_effects.light1.shader)
 
    end
 
    local l = "lights["..index.."]."
 
    position[3]=standardparam(position[3],1.0)
 
    targetpos[3]=standardparam(targetpos[3],10.0)
 
    local sh = shader_effects["light1"].num
 
    sh[l.."position"] = position
 
    sh[l.."targetpos"] = targetpos
 
    sh["_i_"..l.."type"] = type
 
    sh[l.."lightfalloff"] = standardparam(falloff,{0.01,0.0001,0.0})
 
    sh[l.."ambient"] = standardparam(ambient,{0,0,0})
 
    sh[l.."diffuse"] = standardparam(diffuse,{1,1,1})
 
    sh[l.."diffusefactor"] = standardparam(diffusefactor,1)
 
    if type==0 then --point light
 
        sh[l.."exponent"] = standardparam(exponent,90)
 
        sh[l.."cutoff"] = standardparam(cutoff,0)
 
    end
 
end
 
 
-- * function that blurs the screen * --
 
function shaderBlur(strength, delay)
 
    passesAdd(2, "blur", {{ shader = shaders.bnum(), source=1, target = 2, clear = 0, variable = "shaders.bnum._i_firstpass" },
 
        { shader = shaders.bnum(), source=2, target = 1, clear = 0},
 
        { shader = shaders.bnum(), source=1, target = 2, clear = 0 },
 
        { shader = shaders.bnum(), source=2, target = 1, clear = 0 },
 
        { shader = shaders.bnum(), source=1, target = 2, clear = 0 },
 
        { shader = shaders.bnum(), source=2, target = 0, clear = 0, comp_dst=0, variable = "shaders.bnum._i_lastpass" }})
 
    startTween("shader_blur",shader_blur,strength, delay,easeBackInOut)
 
end
 
 
function shaderActivate()
 
    shader_active = true
 
    passesUpdate()
 
end
 
 
function shaderDeactivate()
 
    shader_active = false
 
    passesUpdate()
 
end
 
 
-- Passes
 
 
shader_passes = { 
 
    {"basic",{renderbuffers = 2, { shader = shaders.num(), source=0, target = 1 }}}, -- basic slot, hue, sat, lightness
 
    {}, -- slot 2 takes many effects
 
    {}, -- slot 3 takes blur
 
    {"composite", {{source = 1, target = 0 }}}, -- slot 4 takes compositing everything
 
    {}, -- slot 5 is for glow
 
    {} -- slot 6 is for radial glow
 
}
 
shader_slots = {
 
    {shader = 0, comp_src = 5, comp_dst = 4}
 
}
 
 
function passesRemove(position, id)
 
    if position==2 then -- effects slot
 
        for k,v in pairs(shader_passes[2]) do
 
            if(v[1]==id)then
 
                table.remove(shader_passes[2], k)
 
                break
 
            end
 
        end 
 
    else
 
        if shader_passes[position][1]==id then
 
            shader_passes[position]={}
 
        end
 
    end 
 
    passesUpdate()
 
end
 
 
function passesAdd(position, id, passes)
 
    if position==2 then -- effects slot
 
        local found = false
 
        for k,v in pairs(shader_passes[2]) do
 
            if(v[1]==id)then
 
                found = true
 
            end
 
        end 
 
        if not found then
 
            table.insert(shader_passes[2], {id, passes})
 
        end
 
    else
 
        if(shader_passes[position][1]==nil)then
 
            shader_passes[position]={id, passes}
 
        end
 
    end
 
    passesUpdate()
 
end
 
 
function passesUpdate()
 
    for k,v in pairs(shaders_compiled) do
 
        if(k~="glow" and k~="num" and k~="blur" and k~="rglow" and shader_effects[k].num==nil)then
 
            shader_effects[k].num = shader(k, basic_vsh, shader_effects[k].shader)
 
        end
 
    end
 
 
    if shader_active == false then
 
        shaderSetOptions({ { shader = shaders.num(), source=0, target = 0, clear = 0 } })
 
    else
 
        -- composite passes
 
        local worktable = {}
 
        local lastpass = 0
 
        for k,v in pairs(shader_passes) do
 
            if(k==2)then
 
                for k,v in pairs(shader_passes[2]) do
 
                    for i,v in pairs(shader_passes[2][k][2]) do
 
                        v.source = lastpass + 1
 
                        lastpass = (lastpass + 1) % 2
 
                        v.target = lastpass + 1
 
                    end
 
                    worktable = table.join(worktable,v[2])
 
                end
 
            elseif v[2] ~= nil then
 
                if k~=1 then
 
                    if k==5 or k==6 then
 
                        lastpass = (lastpass + 1) % 2
 
                    end
 
                    for i,v in pairs(shader_passes[k][2]) do
 
                        if type(v)=="table" then
 
                            v.source = lastpass + 1
 
                            lastpass = (lastpass + 1) % 2
 
                            v.target = lastpass + 1
 
                            if (k==4 or k==5 or k==6) and i==#shader_passes[k][2] then
 
                                v.target = 0
 
                            end
 
                        end
 
                    end
 
                end
 
                worktable = table.join(worktable,v[2])
 
            end
 
        end
 
        for k,v in pairs(worktable) do 
 
            if type(v) == "table" and v.variable ~= nil then
 
                loadstring(v.variable.."="..(k-1))()
 
            end
 
        end
 
        shaderSetOptions(worktable)
 
    end
 
end
 
 
function shaderAddEffect(name, _table)
 
    if(shader_effects[name].num==nil)then
 
      shader_effects[name].num = shader(name, shader_effects[name].shader)
 
      if shader_effects[name].vars~=nil then
 
        for k,v in pairs(shader_effects[name].vars) do
 
          shader_effects[name].num[k] = v
 
        end
 
      end
 
    end
 
 
    passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } })
 
 
    local sh = shader_effects[name].num
 
    sh.resolution = {game.WindowResolution.x, game.WindowResolution.y}
 
    bind(name, "time", field("shader_iTime"))
 
    sh.strength=1
 
 
    if _table~=nil then
 
        for k,v in pairs(_table) do
 
            sh[k] = v
 
        end
 
    end
 
end
 
 
function shaderRemoveEffect(name)
 
    passesRemove(2,name)
 
    unbind(name, "time")
 
end
 
 
function shaderEffectParam(name, param, value)
 
    shader_effects[name].num[param] = value
 
end
 
 
function matrixFastInverse(mat)
 
  local invers = mat * matrix:new({{1,0,0},{0,1,0},{0,0,1}})
 
  invers[1][3], invers[2][3] = invers[3][1], invers[3][2]
 
  invers[3][1], invers[3][2] = 0,0
 
  invers[1][1] = 1 / invers[1][1]
 
  invers[2][2] = 1 / invers[2][2]
 
  invers[1][3] = - invers[1][3] * invers[1][1]
 
  invers[2][3] = - invers[2][3] * invers[2][2]
 
  return invers:transpose()
 
end
 
 
function shaderMain()
 
    if shaders.c_scene:getId().id~=game.CurrentScene:getId().id then
 
        shaders.c_scene = game.CurrentScene
 
        passesUpdate()
 
        for k,v in pairs(shaders_compiled) do
 
            local sh = shader_effects[k]
 
            if sh ~= nil then
 
                sh = sh.num
 
            elseif k=="glow" then
 
                sh = shaders.glownum
 
            elseif k=="rglow" then
 
                sh = shaders.rglownum
 
            elseif k=="num" then
 
                sh = shaders.num
 
            elseif k=="blur" then
 
                sh = shaders.bnum
 
            end
 
            for k,f in pairs(v) do
 
                sh[k] = f
 
            end
 
        end
 
    end
 
    shader_iTime=shader_iTime+0.0166
 
    if(shader_iTime>2000)then
 
        shader_iTime=0
 
    end
 
 
    shaders.num.iTime = shader_iTime*0.1
 
    shaders.num.noiseFactor=shader_noiseStrength
 
    shaders.num.weights ={shader_colorize,shader_color}
 
    shaders.num.shader_coeff={shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}
 
 
    if shader_blur==0 and table.getn(shader_passes[3])==1 then
 
        passesRemove(2, "blur")
 
    else
 
        local streng = math.max(shader_blur,0)
 
        shaders.bnum.down = math.max(streng,1)
 
        shaders.bnum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 
        shaders.bnum.exposure = 1
 
    end
 
    if shader_glow == 1 then
 
        local streng = math.max(shader_glowradius,0)
 
        shaders.glownum.down = math.max(streng,1)
 
        shaders.glownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 
        shaders.glownum.exposure = shader_glowexp
 
    end
 
 
    if shader_rglow == 1 then
 
        local streng = math.max(shader_rglowradius,0)
 
        shaders.rglownum.down = math.max(streng,1)
 
        shaders.rglownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
 
        shaders.rglownum.exposure = shader_rglowexp
 
    end
 
 
    if shader_viewportTransition > 0.0 and shader_viewportTransition < 1.0 then
 
      shader_scale = (1.0 -shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale
 
      shader_rotate = (1.0 -shader_viewportTransition) * shader_oldViewport.rotate + shader_viewportTransition * shader_newViewport.rotate
 
 
      local startCenter = {x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,
 
        y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y}
 
      local endCenter = {x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,
 
        y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y}
 
      local interpolatedCenter = {x = startCenter.x * (1.0 -shader_viewportTransition) + endCenter.x * shader_viewportTransition,
 
        y = startCenter.y * (1.0 -shader_viewportTransition) + endCenter.y * shader_viewportTransition}
 
 
      shader_offsetx = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x
 
      shader_offsety = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y
 
 
    elseif shader_viewportTransition == 1.0 then
 
      shader_offsetx = shader_newViewport.x
 
      shader_offsety = shader_newViewport.y
 
      shader_scale = shader_newViewport.scale
 
      shader_rotate = shader_newViewport.rotate
 
      shader_viewportTransition = 0.0
 
    end
 
 
    local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0},{-math.sin(shader_rotate),math.cos(shader_rotate),0},{0,0,1}}
 
    local scale = matrix{{shader_scale,0,0},{0,shader_scale,0},{0,0,1}}
 
    local translate = matrix{{1,0,0},{0,1,0},{-c_res.x/2,-c_res.y/2,1}}
 
    local translate2 = matrix{{1,0,0},{0,1,0},{c_res.x/2,c_res.y/2,1}}
 
    local translate3 = matrix{{1,0,0},{0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,1}}
 
--    local identity = matrix{{1,0,0},{0,1,0},{0,0,1}}
 
    --shaders.num.cam_mat =
 
    local cam_mat = ((((translate*rot)*translate2)*translate3)*scale) 
 
    graphics.matrix1 = cam_mat:tofloat()
 
    graphics.invMatrix1 = matrixFastInverse(cam_mat):tofloat()
 
 
    local cam_mat = (translate3*scale) 
 
    graphics.textMatrix = cam_mat:tofloat()
 
 
    if(binding~=nil)then
 
        for k,v in pairs(binding.binding) do
 
            if(v[3]==nil)then
 
                if(v[4]=="")then
 
                    binding = {active=false, binding = {}}
 
                    break
 
                end
 
                v[3]=loadstring(v[4]:fromhex())()
 
            end
 
            shader_effects[v[1]].num[v[2]] = v[3]()
 
        end
 
    end
 
end
 
registerEventHandler("mainLoop", "shaderMain")
 
shaderMain()
 
passesUpdate()
 
 
--- BINDING LIB
 
 
binding = {active=false, binding = {}}
 
cursor = function()
 
    return getCursorPos()
 
end
 
function inteval(a)
 
    if(type(a)=="function")then
 
        return a()
 
    else
 
        return a
 
    end
 
end
 
function pointeval(a, b, c)
 
    local a = inteval(a)
 
    if(type(a)=="table")then
 
        if(a.x~=nil)then
 
            if(b~=nil)then
 
                return {a.x,a.y,inteval(b)}
 
            else
 
                return {a.x,a.y}
 
            end
 
        else if(a[0]~=nil)then
 
                if(c~=nil)then
 
                    return {a[0],a[1],inteval(c)}
 
                else
 
                    return {a[0],a[1]}
 
                end
 
            end
 
        end
 
    else
 
        local b = inteval(b)
 
        if(type(b)=="table")then
 
            if(b.x~=nil)then
 
                  return {a,b.x,b.y}
 
            else
 
                  return {a,b[0],b[1]}
 
            end
 
        else
 
            if(c~=nil)then
 
                return {a, b, inteval(c)}
 
            else
 
                return {a, b}
 
            end
 
        end
 
    end
 
end
 
function point(a, b, c)
 
    return function ()
 
        return pointeval(a,b,c)
 
    end
 
end
 
function field(a)
 
    return loadstring("return function() return "..a.." end")()
 
end
 
function inverty(a)
 
    return function() 
 
        local pos = inteval(a)
 
        if not graphics.isUpsideDown then
 
          pos.y = c_res.y-pos.y
 
        end
 
        return pos
 
    end
 
end
 
function scrollfix(a)
 
    return function() 
 
        local pos = inteval(a)
 
        local scroll = game.ScrollPosition
 
        pos.x = pos.x - scroll.x
 
        pos.y = pos.y - scroll.y
 
        return pos
 
    end
 
end
 
function bind(shader, name, source)
 
    local t = DataDumper(source)
 
    table.insert(binding.binding, {shader, name, source, t:tohex()})
 
end
 
function unbind(shader, name)
 
    for k,v in pairs(binding.binding) do
 
        if v[2] == name and v[1] == shader then
 
            table.remove(binding.binding, k)
 
            break
 
        end
 
    end
 
end
 
function offset(a,b)
 
    return function() 
 
        local pos = inteval(a)
 
        pos.x = pos.x + b[1]
 
        pos.y = pos.y + b[2]
 
        return pos
 
    end
 
end
 
function dist(a,b)
 
    return function() 
 
        local a = inteval(a)
 
        local b = inteval(b)
 
        a.x = a.x - b.x
 
        a.y = a.y - b.y
 
        return math.sqrt(a.x*a.x + a.y*a.y)
 
    end
 
end
 
function factor(a,b)
 
    return function() 
 
        return inteval(a)*b
 
    end
 
end
 
 
 
shader_effects["lut"] = {shader="sht_lut.bin"}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  

Latest revision as of 10:58, 9 August 2023

Name Version Type By
Shader Toolkit 0.96 Definition Simon Scheckel, with edits by AFRLme

This script offers some easy functions to use shader power. It ranges from blur, noise, saturation, contrast, lightness, colorize to some simple camera controls. Visionaire Studio 5.x is required to run this script.


Quick note: The script on here may be outdated, please download the latest version for 5.x from the resources section at the bottom of the page.

Instructions

1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Call the functions you need.

Shader Toolkit Functions

Function Name Description
shaderAddEffect() Add various dynamic pre-made warp effects to the screen.
shaderBlur() Blur/Focus the screen over x amount of milliseconds.
shaderColorize() Tint all the graphics on the screen a specific color over x amount of milliseconds.
shaderContrast() Set the global contrast level of the screen over x amount of milliseconds.
shaderFollowCharacter() Softly follow the linked character around the screen.
shaderGlow() Create a glow effect on light/saturated scene objects (automatically selected) over x amount of milliseconds.
shaderHue() Adjust the hue level of the screen over x amount of milliseconds.
shaderLightness() Adjust the lightness of the screen over x amount of milliseconds.
shaderNoise() Apply noise effect to the screen over x amount of milliseconds.
shaderPan() Pan the camera on the x or y axis over x amount of milliseconds.
shaderRotate() Rotate the screen over x amount of milliseconds.
shaderSaturation() Adjust saturation value of the screen over x amount of milliseconds.
shaderViewport() Pan, zoom & rotate the camera over x amount of milliseconds.
shaderZoom() Zoom the camera over x amount of milliseconds.
shaderZoomCharacter() Zoom camera into or out of linked characters position over x amount of milliseconds.
shaderZoomObject() Zoom camera into or out of linked objects location over x amount of milliseconds.


Examples

shaderZoomCharacter("", 1.2, 3000, easeBackOut) -- Zoom 1.2x on current character in 3s with one bounce
shaderZoomObject(getObject("Objects[pole]"), 1.4, 3000, easeBounceOut)
shaderFollowCharacter("Heinz", 2, 3000, easeQuintOut) -- Follow character Heinz with a slow camera
shaderViewport(2, 300, 200, 1.41, 3000, easeBounceInOut) -- advanced zooming with rotating

shaderNoise(1, -0.1, 3000) -- activate noise in 3s with a soft black grain
shaderBlur(1, 3000) -- activate blur in 3s
shaderSaturation(0, 3000) -- desaturate image in 3s
shaderLightness(-0.5, 3000) -- darken image in 3s
shaderContrast(2, 3000) -- double contrast
shaderHue(0.5, 2000) -- turn hue wheel, red->green
shaderColorize(0, 1, 3000) -- colorize with red


Reset Values

shaderViewport(1, 0, 0, 0, 1000, easeQuintOut)
shaderStopFollow(easeQuintOut) -- Stop following character & reset viewport

shaderNoise(0, 0, 3000)
shaderBlur(0, 3000)
shaderSaturation(1, 3000)
shaderLightness(0, 3000)
shaderContrast(1, 3000)
shaderHue(0, 3000)
shaderColorize(0, 0, 3000)


Main Script

--[VISMODULE,id,version,chksum]
--
-- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects
-- (c) 2015 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme
-- Version 0.96
-- updated 29/09/2014 for 4.1
-- added some save functionality 9/10
-- bugfix version 16/10
-- update 10/6/15 radial glow, use per object matrices
-- update 3/2/16 cross platform shaders requires 4.3
-- update 28/9/18 lua 5.3
--
-- Matrix functions from https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua
-- Developers:    Michael Lutz (chillcode) - original author    David Manura http://lua-users.org/wiki/DavidManura
--
-- Usage:
--
-- all factors like zoom, scale are normally 1 to have no change
-- delay in ms
-- hue in 0-1 (0 = red, 0.5 = cyan, 1 = red again)
--
-- easing functions: Back, Bounce, Circ, Cubic, Elastic, Linear, None, Quad, Quint, Sine, all In/Out/InOut
-- examples: easeBackOut, easeLinearIn, easeElasticInOut etc
-- More information about that: http://easings.net
--
-- shaderZoomCharacter(name, c_scale, delay, easing)
-- shaderZoomObject(object, c_scale, delay, easing)
-- shaderFollowCharacter(name, c_scale, delay)
-- shaderStopFollow()
-- shaderViewportInterpolationPoint(x,y)
-- shaderViewport(zoom, x, y, rotation, delay, easing) rotation in 0-2Pi (full turn)
-- shaderPan(offset, delay, easing, axis)
-- shaderRotate(degree, delay, easing) -- degree values 0 to 359 (automatically converts value to Pi)
-- shaderZoom(zoom, delay, easing)
-- on: 1 = on, 0 = off
--
-- shaderNoise(on, strength, delay) -- strength * noise + color, so strength < 0 creates black noise and > 0 white
-- shaderBlur(radius, delay)
-- shaderSaturation(factor, delay)
-- shaderLightness(offset, delay)
-- shaderContrast(contrast, delay)
-- shaderHue(target, delay)
-- shaderColorize(hue, strength, delay)
--
-- shaderActivate()
-- shaderDeactivate()
--
-- shaderGlow(on, radius, exposure)
-- shaderAddEffect(name)
-- shaderRemoveEffect(name)
-- shaderEffectParam(shader, name, value)
-- shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)
--
-- Effects at the time:
--[[
warp1
tv1
ripple1
ripple2
ascii
edgeglow
chroma
ripple3
warp2
ripple4
pearls
highlight
fourbit
tv2
tv3
tv4
--
-- Read no further if the word matrix multiplication frightens you
--]]

local matrix = {_TYPE='module', _NAME='matrix', _VERSION='0.2.11.20120416'}
local matrix_meta = { }

function matrix:new( rows, columns, value )
  if type( rows ) == "table" then
    if type(rows[1]) ~= "table" then
      return setmetatable( {{rows[1]},{rows[2]},{rows[3]}},matrix_meta )
    end
    return setmetatable( rows,matrix_meta )
  end
  local mtx = {}
  local value = value or 0
  if columns == "I" then
    for i = 1,rows do
      mtx[i] = {}
      for j = 1,rows do
        if i == j then
          mtx[i][j] = 1
        else
          mtx[i][j] = 0
        end
      end
    end
  else
    for i = 1,rows do
      mtx[i] = {}
      for j = 1,columns do
        mtx[i][j] = value
      end
    end
  end
  return setmetatable( mtx,matrix_meta )
end

function matrix.mul( m1, m2 )
  local mtx = {}
  for i = 1,#m1 do
    mtx[i] = {}
    for j = 1,#m2[1] do
      local num = m1[i][1] * m2[1][j]
      for n  = 2,#m1[1] do
        num = num + m1[i][n] * m2[n][j]
      end
      mtx[i][j] = num
    end
  end
  return setmetatable( mtx, matrix_meta )
end

function matrix.type( mtx )
  local e = mtx[1][1]
  if type(e) == "table" then
    if e.type then
      return e:type()
    end
    return "tensor"
  end
  return "number"
end

local num_copy = function( num )
  return num
end
local t_copy = function( t )
  local newt = setmetatable( {}, getmetatable( t ) )
  for i,v in ipairs( t ) do
    newt[i] = v
  end
  return newt
end

function matrix.transpose( m1 )
  local docopy = matrix.type( m1 ) == "number" and num_copy or t_copy
  local mtx = {}
  for i = 1,#m1[1] do
    mtx[i] = {}
    for j = 1,#m1 do
      mtx[i][j] = docopy( m1[j][i] )
    end
  end
  return setmetatable( mtx, matrix_meta )
end

function matrix.tofloat( m1 )
  local mtx = {}
  local pos = 1
  for i = 1,#m1 do
    for j = 1,#m1[1] do
      mtx[pos] = m1[i][j]
      pos=pos+1
    end
  end
  return mtx
end

matrix_meta.__mul = matrix.mul
matrix_meta.__index = {tofloat = matrix.tofloat, transpose = matrix.transpose}

setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } )

-- End of matrix functions


function string.fromhex(str)
  return (str:gsub('..', function (cc)
    return string.char(tonumber(cc, 16))
  end))
end

function string.tohex(str)
  return (str:gsub('.', function (c)
    return string.format('%02X', string.byte(c))
  end))
end

--
-- Source: http://lua-users.org/wiki/DataDumper

--[[ DataDumper.lua
Copyright (c) 2007 Olivetti-Engineering SA

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
]]

local dumplua_closure = [[
local closures = {}
local function closure(t)
  closures[#closures+1] = t
  t[1] = assert(load(t[1]))
  return t[1]
end

for _,t in pairs(closures) do
  for i = 2,#t do
    debug.setupvalue(t[1], i-1, t[i])
  end
end
]]

local lua_reserved_keywords = {
  'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for',
  'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',
    'return', 'then', 'true', 'until', 'while' }

    local function keys(t)
      local res = {}
      local oktypes = { stringstring = true, numbernumber = true }
      local function cmpfct(a,b)
        if oktypes[type(a)..type(b)] then
          return a < b
        else
          return type(a) < type(b)
        end
      end
      for k in pairs(t) do
        res[#res+1] = k
      end
      table.sort(res, cmpfct)
      return res
    end

    local c_functions = {}
    for _,lib in pairs{'_G', 'string', 'table', 'math',
    'io', 'os', 'coroutine', 'package', 'debug'} do
      local t = _G[lib] or {}
      lib = lib .. "."
      if lib == "_G." then lib = "" end
      for k,v in pairs(t) do
        if type(v) == 'function' and not pcall(string.dump, v) then
          c_functions[v] = lib..k
        end
      end
    end

    function DataDumper(value, varname, fastmode, ident)
      local defined, dumplua = {}
      -- Local variables for speed optimization
      local string_format, type, string_dump, string_rep =
      string.format, type, string.dump, string.rep
      -- local tostring, pairs, table_concat =
      -- tostring, pairs, table.concat
      local pairs, table_concat =
      pairs, table.concat
      local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0
      setmetatable(strvalcache, {__index = function(t,value)
        local res = string_format('%q', value)
        t[value] = res
        return res
      end})
      local fcts = {
        string = function(value) return strvalcache[value] end,
        number = function(value) return value end,
        boolean = function(value) return tostring(value) end,
        ['nil'] = function(value) return 'nil' end,
        ['function'] = function(value)
          return string_format("load(%q)", string_dump(value))
        end,
        userdata = function(value)
          --if value.getId ~= nil then
          --    return value:getId().id .. " " .. value:getName()
          --else
          --    return "userdata"
          --end
        end,
        thread = function() error("Cannot dump threads") end,
      }
      local function test_defined(value, path)
        if defined[value] then
          if path:match("^getmetatable.*%)$") then
            out[#out+1] = string_format("s%s, %s)\n", path:sub(2,-2), defined[value])
          else
            out[#out+1] = path .. " = " .. defined[value] .. "\n"
          end
          return true
        end
        defined[value] = path
      end
      local function make_key(t, key)
        local s
        if type(key) == 'string' and key:match('^[_%a][_%w]*$') then
          s = key .. "="
        else
          s = "[" .. dumplua(key, 0) .. "]="
        end
        t[key] = s
        return s
      end
      for _,k in ipairs(lua_reserved_keywords) do
        keycache[k] = '["'..k..'"] = '
      end
      if fastmode then
        fcts.table = function (value)
          -- Table value
          local numidx = 1
          out[#out+1] = "{"
          for key,val in pairs(value) do
            if key == numidx then
              numidx = numidx + 1
            else
              out[#out+1] = keycache[key]
            end
            local str = dumplua(val)
            out[#out+1] = str..","
          end
          if string.sub(out[#out], -1) == "," then
            out[#out] = string.sub(out[#out], 1, -2);
          end
          out[#out+1] = "}"
          return ""
        end
      else
        fcts.table = function (value, ident, path)
          if test_defined(value, path) then return "nil" end
          -- Table value
          local sep, str, numidx, totallen = " ", {}, 1, 0
          local meta, metastr = (debug or getfenv()).getmetatable(value)
          if meta then
            ident = ident + 1
            metastr = dumplua(meta, ident, "getmetatable("..path..")")
            totallen = totallen + #metastr + 16
          end
          for _,key in pairs(keys(value)) do
            local val = value[key]
            local s = ""
            local subpath = path
            if key == numidx then
              subpath = subpath .. "[" .. numidx .. "]"
              numidx = numidx + 1
            else
              s = keycache[key]
              if not s:match "^%[" then subpath = subpath .. "." end
              subpath = subpath .. s:gsub("%s*=%s*$","")
            end
            local res = dumplua(val, ident+1, subpath)
            if res ~= nil then
              s = s .. res
            end
            str[#str+1] = s
            totallen = totallen + #s + 2
          end
          if totallen > 80 then
            sep = "\n" .. string_rep("  ", ident+1)
          end
          str = "{"..sep..table_concat(str, ","..sep).." "..sep:sub(1,-3).."}"
          if meta then
            sep = sep:sub(1,-3)
            return "setmetatable("..sep..str..","..sep..metastr..sep:sub(1,-3)..")"
          end
          return str
        end
        fcts['function'] = function (value, ident, path)
          if test_defined(value, path) then return "nil" end
          if c_functions[value] then
            return c_functions[value]
          elseif debug == nil or debug.getupvalue(value, 1) == nil then
            return string_format("load(%q)", string_dump(value))
          end
          closure_cnt = closure_cnt + 1
          local res = {string.dump(value)}
          for i = 1,math.huge do
            local name, v = debug.getupvalue(value,i)
            if name == nil then break end
            res[i+1] = v
          end
		  print(res)
          return "closure " .. dumplua(res, ident, "closures["..closure_cnt.."]")
        end
      end
      function dumplua(value, ident, path)
        return fcts[type(value)](value, ident, path)
      end
      if varname == nil then
        varname = "return "
      elseif varname:match("^[%a_][%w_]*$") then
        varname = varname .. " = "
      end
      if fastmode then
        setmetatable(keycache, {__index = make_key })
        out[1] = varname
        table.insert(out,dumplua(value, 0))
        return table.concat(out)
      else
        setmetatable(keycache, {__index = make_key })
        local items = {}
        for i=1,10 do items[i] = '' end
        items[3] = dumplua(value, ident or 0, "t")
        if closure_cnt > 0 then
          items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)")
          out[#out+1] = ""
        end
        if #out > 0 then
          items[2], items[4] = "local t = ", "\n"
          items[5] = table.concat(out)
          items[7] = varname .. "t"
        else
          items[2] = varname
        end
        return table.concat(items)
      end
    end

    -- End of DataDumper
    --
    -- Shader Metatable

    shaders_compiled = {}
    local shader_meta = {}
    local shader = {}
    function shader:new (this, id, file)
      local shader = {}
      shader.num = shaderCompile(file)
      shader.id = id
      if shaders_compiled[id] == nil then
        shaders_compiled[id] = {}
      end
      return setmetatable( shader, shader_meta )
    end
    shader_meta.__call = function(this)
      return this.num
    end
    shader_meta.__newindex = function(this, field, value)
      shaders_compiled[this.id][field] = value
      graphics.shaderUniform(this.num, field, value)
    end
    setmetatable( shader, { __call = function( ... ) return shader:new( ... ) end } )
    function tween(val,newval,delay,ease)
      startTween(val, _G[val], newval, delay,ease)
    end

    shaders = {
		_temporary_=0, c_scene = game.CurrentScene,
		glownum = shader("glow","sht_glow.bin"),
		rglownum = shader("rglow","sht_glowradial.bin"),
		bnum = shader("blur","sht_blur.bin"),
		num = shader("num","sht_color.bin")
	}

    shader_coeff0=0
    shader_coeff1=1
    shader_coeff2=1
    shader_coeff3=0
    shader_blur=0
    shader_downsize=1
    shader_colorize=0
    shader_color=0
    shader_iTime = 0
    shader_noise=0
    shader_noiseStrength=0.0
    shader_passes=2
    shader_active = true
    shader_glow = 0
    shader_glowradius = 0
    shader_glowexp = 1

    shader_rotate=0.0
    shader_scale = 1.0
    shader_offsetx = 0.0
    shader_offsety = 0.0
    shader_follow = {on=0, name="", c_scale=1, easing = easeQuintOut, delay = 0}

    c_res=game.WindowResolution

    shaders.num.weights = {shader_colorize,shader_color}
    shaders.num.shader_coeff = {shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}
    shaders.glownum.resolution = {c_res.x,c_res.y}
    if graphics.isUpsideDown() then
      shaders.bnum.upsideDown = 1.0
      shaders.rglownum.upsideDown = 1.0
      shaders.glownum.upsideDown = 1.0
    else
      shaders.glownum.upsideDown = 0.0
      shaders.bnum.upsideDown = 0.0
      shaders.rglownum.upsideDown = 0.0
    end
    shaders.bnum.resolution = {c_res.x,c_res.y}

    -- * function that stops following specified character & resets camera back to default * --
    function shaderStopFollow(easing)
      shader_follow.on = 0
      shaderViewport(1, 0, 0, 0, shader_follow.delay, easing)
      unregisterEventHandler("mainLoop", "followCharacter")
    end

    -- * function that smoothly follows specified character * --
    function shaderFollowCharacter(name, c_scale, delay, easing)
      if name == "" then name = game.CurrentCharacter:getName() end
      if shader_follow.on == 0 then registerEventHandler("mainLoop", "followCharacter") end
      shader_follow.on = 1
      shader_follow.name = name
      shader_follow.c_scale = c_scale
      shader_follow.delay = delay
      shader_follow.easing = easing or easeQuintOut
    end

    function shaderZoomCharacter(name, c_scale, delay, easing)
      local c_position={}
      if(name=="")then
        c_position=game.CurrentCharacter.Position
      else
        c_position=Characters[name].Position
      end
      local c_scroll=game.ScrollPosition
      c_position.x=c_position.x-c_scroll.x
      c_position.y=c_position.y-c_scroll.y
      c_position.x=c_position.x-(c_res.x/c_scale/2)
      c_position.y=c_position.y-(c_res.y/c_scale/1.2)
      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)
      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale) 
      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
    end

    function shaderZoomObject(object, c_scale, delay, easing)
      local c_position=object.Position
      local c_scroll=game.ScrollPosition
      c_position.x=c_position.x-c_scroll.x
      c_position.y=c_position.y-c_scroll.y
      c_position.x=c_position.x-(c_res.x/c_scale/2)
      c_position.y=c_position.y-(c_res.y/c_scale/1.2)
      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)
      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale) 
      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)
    end

    function shaderNoise(on, strength,delay)
      shaders.num.noise = on
      startTween("shader_noiseStrength", shader_noiseStrength, strength, delay,easeLinearInOut)
      shader_noise=on
    end

    function shaderSaturation(factor, delay)
      startTween("shader_coeff1",shader_coeff1,factor,delay,easeLinearInOut)
    end

    function shaderLightness(offset, delay)
      startTween("shader_coeff3",shader_coeff3,offset,delay,easeLinearInOut)
    end

    function shaderContrast(contrast, delay)
      startTween("shader_coeff2",shader_coeff2,contrast,delay,easeLinearInOut)
    end

    function shaderHue(target, delay)
      startTween("shader_coeff0",shader_coeff0,target,delay,easeLinearInOut)
    end

    function shaderColorize(hue, strength, delay)
      startTween("shader_colorize",shader_colorize,strength,delay,easeLinearIn)
      shader_color=hue
    end

    shader_viewportTransition = 1.0
    shader_oldViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
    shader_newViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}
    shader_interpolationPoint = {x=0.0, y=0.0}
    function shaderViewportInterpolationPoint(x,y)
      shader_interpolationPoint = {x=x, y=y}
    end
    function shaderViewport(zoom, x, y, rotation, delay, easing)
      shader_viewportTransition = 0.0
      shader_oldViewport.x = shader_offsetx
      shader_oldViewport.y = shader_offsety
      shader_oldViewport.scale = shader_scale
      shader_oldViewport.rotate = shader_rotate
      shader_newViewport.x = x
      shader_newViewport.y = y
      shader_newViewport.scale = zoom
      shader_newViewport.rotate = rotation
      startTween("shader_viewportTransition", 0.0, 1.0, delay,easing)
      currentlyZoomedParameters = { zoomFactor = zoom, x = x, y = y, rotationFactor = rotation }
      if delay == 0 then return end
    end

    -- * allows you to pan the camera left or right * --
    function shaderPan(offset, delay, easing, axis)
      if axis then
        startTween("shader_offsety", shader_offsety, offset, delay, easing)
      else
        startTween("shader_offsetx", shader_offsetx, offset, delay, easing)
      end
    end

    -- * allows you to zoom the camera in or out * --
    function shaderZoom(zoom, delay, easing)
      startTween("shader_scale", shader_scale, zoom, delay, easing)
    end

    -- * allows you to rotate the screen (w/ degree instead of pi) * --
    function shaderRotate(degree, delay, easing)
      degree = (degree / 360 * 2 * 3.14) -- convert degree to pi
      startTween("shader_rotate", shader_rotate, degree, delay, easing)
    end

    -- * function that follows character; only active when loop enabled * --
    function followCharacter()
      shaderZoomCharacter(shader_follow.name, shader_follow.c_scale, shader_follow.delay, shader_follow.easing)
    end

    shader_effects = {_temporary_=0,
    transition={shader= "sht_transition.bin"} ,
    warp1={shader= "sht_warp1.bin"} ,
    light1={shader="sht_light.bin"},
    tv1 = {shader = "sht_tv1.bin"},
    ripple1 = {shader = "sht_ripple1.bin", vars={speed=0.2, speed_x=0.3, speed_y=0.3, intensity=0.0, frequency=6.0}},
    ripple2 = {shader = "sht_ripple2.bin"},
    ascii = {shader = "sht_ascii.bin"},
    edgeglow = {shader = "sht_edgeglow.bin"},
    chroma = {shader = "sht_chroma.bin"},
    ripple3 = {shader = "sht_ripple3.bin"},
    warp2 = {shader = "sht_warp2.bin"},
    ripple4 = {shader = "sht_ripple4.bin"},
    pearls={shader="sht_pearls.bin"},
    highlight={shader="sht_hightlight.bin"},
    fourbit={shader="sht_fourbit.bin"},
    tv2={shader="sht_tv2.bin"},
    tv3={shader="sht_tv3.bin"},
    tv4={shader="sht_tv4.bin"}
  }

  function clamp(a,b,c)
    return math.min(math.max(a,b),c)
  end

  function modf(a)
    local a,b = math.modf(a)
    return b
  end

  --[[vector = 
  {
    add = function(a,b) return {a[1]+b[1],a[2]+b[2],a[3]+b[3]} end,
	sub = function(a,b) return {a[1]-b[1],a[2]-b[2],a[3]-b[3]} end,
	mult = function(a,b) return {a*b[1],a*b[2],a*b[3]} end,
	abs = function(a) return {math.abs(a[1]),math.abs(a[2]),math.abs(a[3])} end,
	modf = function(a) return {modf(a[1]),modf(a[2]),modf(a[3])} end,
	mix = function(a,b,c) return {a[1]*(1-c)+b[1]*c,a[2]*(1-c)+b[2]*c,a[3]*(1-c)+b[3]*c} end,
	clamp = function(a,b,c) return {clamp(a[1],b,c),clamp(a[2],b,c),clamp(a[3],b,c)} end 
  }

  function fromHSV(h, s, v)
    local K = {1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0}
    local p = vector.abs(vector.sub(vector.mult(6.0,vector.modf(vector.add({h,h,h},{K[1],K[2],K[3]}))), {K[4],K[4],K[4]}))
    return vector.mult(v, vector.mix({K[1],K[1],K[1]}, vector.clamp(vector.sub(p,{K[1],K[1],K[1]}), 0.0, 1.0), s))
  end]]

  function standardparam(param, standard)
    if param==nil then
      return standard
    else
      return param
    end
  end

  function shaderGlow(on, blurradius, alpha)
    if on == 0 then
      passesRemove(5,"glow")
      shader_glow = on
      shader_glowradius = blurradius
      shader_glowexp = alpha
    else
      passesAdd(5,"glow",{{ shader = shaders.glownum(), source=1, target = 2, clear = 0, variable = "shaders.glownum._i_firstpass" },
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },
      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },
      { shader = shaders.glownum(), source=1, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.glownum._i_lastpass" }}) -- 5 4 for cutout
      shader_glow = on
      shader_glowradius = blurradius
      shader_glowexp = alpha
    end
  end

  function shaderRadialGlow(on, blurradius, alpha)
    if on == 0 then
      passesRemove(6,"rglow")
      shader_rglow = on
      shader_rglowradius = blurradius
      shader_rglowexp = alpha
    else
      passesAdd(6,"rglow",{{ shader = shaders.rglownum(), source=1, target = 2, clear = 0, variable = "shaders.rglownum._i_firstpass" },
      { shader = shaders.rglownum(), source=2, target = 1, clear = 0 },
      { shader = shaders.rglownum(), source=1, target = 2, clear = 0 },
      { shader = shaders.rglownum(), source=2, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = "shaders.rglownum._i_lastpass" }})
      shader_rglow = on
      shader_rglowradius = blurradius
      shader_rglowexp = alpha
    end
  end

  function shaderActivateLighting(lights)
    if(shader_effects.light1.num==nil)then
      shader_effects.light1.num = shader("light1", shader_effects.light1.shader)
    end
    shader_effects.light1.num.resolution = {game.WindowResolution.x, game.WindowResolution.y}

    passesAdd(2,"light1",{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } })

    local sh = shader_effects.light1.num
    sh.lights_count = lights
  end

  function shaderDeactivateLighting()
    passesRemove(2,"light1")
  end

  function table.join(t1, t2)
    local t3 = {}
    local offset = #t1
    for k,v in pairs(t1) do
      t3[k] = v
    end
    for k,v in pairs(t2) do
      if(type(k)=="string")then
        t3[k] = v
      else
        t3[offset + k] = v
      end
    end
    return t3
  end

  function shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)
    local l = "lights["..index.."]."
    position[3]=standardparam(position[3],1.0)
    targetpos[3]=standardparam(targetpos[3],10.0)
    local sh = shader_effects["light1"].num
    sh[l.."position"] = position
    sh[l.."targetpos"] = targetpos
    sh["_i_"..l.."type"] = type
    sh[l.."lightfalloff"] = standardparam(falloff,{0.01,0.0001,0.0})
    sh[l.."ambient"] = standardparam(ambient,{0,0,0})
    sh[l.."diffuse"] = standardparam(diffuse,{1,1,1})
    sh[l.."diffusefactor"] = standardparam(diffusefactor,1)
    if type==0 then --point light
      sh[l.."exponent"] = standardparam(exponent,90)
      sh[l.."cutoff"] = standardparam(cutoff,0)
    end
  end

  -- * function that blurs the screen * --
  function shaderBlur(strength, delay)
    passesAdd(2, "blur", {
		{ shader = shaders.bnum(), source=1, target = 2, clear = 0, variable = "shaders.bnum._i_firstpass" },
		{ shader = shaders.bnum(), source=2, target = 1, clear = 0},
		{ shader = shaders.bnum(), source=1, target = 2, clear = 0 },
		{ shader = shaders.bnum(), source=2, target = 1, clear = 0 },
		{ shader = shaders.bnum(), source=1, target = 2, clear = 0 },
		{ shader = shaders.bnum(), source=2, target = 0, clear = 0, comp_dst=0, variable = "shaders.bnum._i_lastpass" }})
    startTween("shader_blur",shader_blur,strength, delay,easeBackInOut)
  end

  function shaderActivate()
    shader_active = true
    passesUpdate()
  end

  function shaderDeactivate()
    shader_active = false
    passesUpdate()
  end

  -- Passes

  shader_passes = {
    {"basic",{renderbuffers = 2, { shader = shaders.num(), source=0, target = 1 }}}, -- basic slot, hue, sat, lightness
    {}, -- slot 2 takes many effects
    {}, -- slot 3 takes blur
    {"composite", {{source = 1, target = 0 }}}, -- slot 4 takes compositing everything
    {}, -- slot 5 is for glow
    {} -- slot 6 is for radial glow
  }
  shader_slots = {
    {shader = 0, comp_src = 5, comp_dst = 4}
  }

  function passesRemove(position, id)
    if position==2 then -- effects slot
      for k,v in pairs(shader_passes[2]) do
        if(v[1]==id)then
          table.remove(shader_passes[2], k)
          break
        end
      end
    else
      if shader_passes[position][1]==id then
        shader_passes[position]={}
      end
    end
    passesUpdate()
  end

  function passesAdd(position, id, passes)
    if position==2 then -- effects slot
      local found = false
      for k,v in pairs(shader_passes[2]) do
        if(v[1]==id)then
          found = true
        end
      end
      if not found then
        table.insert(shader_passes[2], {id, passes})
      end
    else
      if(shader_passes[position][1]==nil)then
        shader_passes[position]={id, passes}
      end
    end
    passesUpdate()
  end

  function passesUpdate()
    for k,v in pairs(shaders_compiled) do
      if(k~="glow" and k~="num" and k~="blur" and k~="rglow" and shader_effects[k].num==nil)then
        shader_effects[k].num = shader(k, "", shader_effects[k].shader)
      end
    end

    if shader_active == false then
      shaderSetOptions({ { shader = shaders.num(), source=0, target = 0, clear = 0 } })
    else
      -- composite passes
      local worktable = {}
      local lastpass = 0
      for k,v in pairs(shader_passes) do
        if(k==2)then
          for k,v in pairs(shader_passes[2]) do
            for i,v in pairs(shader_passes[2][k][2]) do
              v.source = lastpass + 1
              lastpass = (lastpass + 1) % 2
              v.target = lastpass + 1
            end
            worktable = table.join(worktable,v[2])
          end
        elseif v[2] ~= nil then
          if k~=1 then
            if k==5 or k==6 then
              lastpass = (lastpass + 1) % 2
            end
            for i,v in pairs(shader_passes[k][2]) do
              if type(v)=="table" then
                v.source = lastpass + 1
                lastpass = (lastpass + 1) % 2
                v.target = lastpass + 1
                if (k==4 or k==5 or k==6) and i==#shader_passes[k][2] then
                  v.target = 0
                end
              end
            end
          end
          worktable = table.join(worktable,v[2])
        end
      end
      for k,v in pairs(worktable) do
        if type(v) == "table" and v.variable ~= nil then
          load(v.variable.."="..(k-1))()
        end
      end
      shaderSetOptions(worktable)
    end
  end

  function shaderAddEffect(name, _table)
    if(shader_effects[name].num==nil)then
      shader_effects[name].num = shader(name, shader_effects[name].shader)
      if shader_effects[name].vars~=nil then
        for k,v in pairs(shader_effects[name].vars) do
          shader_effects[name].num[k] = v
        end
      end
    end

    passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } })

    local sh = shader_effects[name].num
    sh.resolution = {game.WindowResolution.x, game.WindowResolution.y}
    bind(name, "time", field("shader_iTime"))
    sh.strength=1

    if _table~=nil then
      for k,v in pairs(_table) do
        sh[k] = v
      end
    end
  end

  function shaderRemoveEffect(name)
    passesRemove(2,name)
    unbind(name, "time")
  end

  function shaderEffectParam(name, param, value)
    shader_effects[name].num[param] = value
  end

  function matrixFastInverse(mat)
    local invers = mat * matrix:new({{1,0,0},{0,1,0},{0,0,1}})
    invers[1][3], invers[2][3] = invers[3][1], invers[3][2]
    invers[3][1], invers[3][2] = 0,0
    invers[1][1] = 1 / invers[1][1]
    invers[2][2] = 1 / invers[2][2]
    invers[1][3] = - invers[1][3] * invers[1][1]
    invers[2][3] = - invers[2][3] * invers[2][2]
    return invers:transpose()
  end

  function shaderMain()
    if shaders.c_scene:getId().id~=game.CurrentScene:getId().id then
      shaders.c_scene = game.CurrentScene
      passesUpdate()
      for k,v in pairs(shaders_compiled) do
        local sh = shader_effects[k]
        if sh ~= nil then
          sh = sh.num
        elseif k=="glow" then
          sh = shaders.glownum
        elseif k=="rglow" then
          sh = shaders.rglownum
        elseif k=="num" then
          sh = shaders.num
        elseif k=="blur" then
          sh = shaders.bnum
        end
        for k,f in pairs(v) do
          sh[k] = f
        end
      end
    end
    shader_iTime=shader_iTime+0.0166
    if(shader_iTime>2000)then
      shader_iTime=0
    end

    shaders.num.iTime = shader_iTime*0.1
    shaders.num.noiseFactor=shader_noiseStrength
    shaders.num.weights ={shader_colorize,shader_color}
    shaders.num.shader_coeff={shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}

    if shader_blur==0 and #(shader_passes[3])==1 then
      passesRemove(2, "blur")
    else
      local streng = math.max(shader_blur,0)
      shaders.bnum.down = math.max(streng,1)
      shaders.bnum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
      shaders.bnum.exposure = 1
    end
    if shader_glow == 1 then
      local streng = math.max(shader_glowradius,0)
      shaders.glownum.down = math.max(streng,1)
      shaders.glownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
      shaders.glownum.exposure = shader_glowexp
    end

    if shader_rglow == 1 then
      local streng = math.max(shader_rglowradius,0)
      shaders.rglownum.down = math.max(streng,1)
      shaders.rglownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}
      shaders.rglownum.exposure = shader_rglowexp
    end

    if shader_viewportTransition > 0.0 and shader_viewportTransition < 1.0 then
      shader_scale = (1.0 -shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale
      shader_rotate = (1.0 -shader_viewportTransition) * shader_oldViewport.rotate + shader_viewportTransition * shader_newViewport.rotate

      local startCenter = {x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,
      y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y}
      local endCenter = {x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,
      y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y}
      local interpolatedCenter = {x = startCenter.x * (1.0 -shader_viewportTransition) + endCenter.x * shader_viewportTransition,
      y = startCenter.y * (1.0 -shader_viewportTransition) + endCenter.y * shader_viewportTransition}

      shader_offsetx = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x
      shader_offsety = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y

    elseif shader_viewportTransition == 1.0 then
      shader_offsetx = shader_newViewport.x
      shader_offsety = shader_newViewport.y
      shader_scale = shader_newViewport.scale
      shader_rotate = shader_newViewport.rotate
      shader_viewportTransition = 0.0
    end

    local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0},{-math.sin(shader_rotate),math.cos(shader_rotate),0},{0,0,1}}
    local scale = matrix{{shader_scale,0,0},{0,shader_scale,0},{0,0,1}}
    local translate = matrix{{1,0,0},{0,1,0},{-c_res.x/2,-c_res.y/2,1}}
    local translate2 = matrix{{1,0,0},{0,1,0},{c_res.x/2,c_res.y/2,1}}
    local translate3 = matrix{{1,0,0},{0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,1}}

    local cam_mat = ((((translate*rot)*translate2)*translate3)*scale)
    graphics.matrix1 = cam_mat:tofloat()
    graphics.invMatrix1 = matrixFastInverse(cam_mat):tofloat()
    graphics.textMatrix = cam_mat:tofloat()

    if(binding~=nil)then
      for k,v in pairs(binding.binding) do
        if(v[3]==nil)then
          if(v[4]=="")then
            binding = {active=false, binding = {}}
            break
          end
          v[3]=load(v[4]:fromhex())()
        end
        shader_effects[v[1]].num[v[2]] = v[3]()
      end
    end
  end
  registerEventHandler("mainLoop", "shaderMain")
  shaderMain()
  passesUpdate()

  --- BINDING LIB

  binding = {active=false, binding = {}}
  cursor = function()
    return getCursorPos()
  end
  function inteval(a)
    if(type(a)=="function")then
      return a()
    else
      return a
    end
  end
  function pointeval(a, b, c)
    local a = inteval(a)
    if(type(a)=="table")then
      if(a.x~=nil)then
        if(b~=nil)then
          return {a.x,a.y,inteval(b)}
        else
          return {a.x,a.y}
        end
      else if(a[0]~=nil)then
        if(c~=nil)then
          return {a[0],a[1],inteval(c)}
        else
          return {a[0],a[1]}
        end
      end
    end
  else
    local b = inteval(b)
    if(type(b)=="table")then
      if(b.x~=nil)then
        return {a,b.x,b.y}
      else
        return {a,b[0],b[1]}
      end
    else
      if(c~=nil)then
        return {a, b, inteval(c)}
      else
        return {a, b}
      end
    end
  end
end
function shaderPoint(a, b, c)
  return function ()
    return pointeval(a,b,c)
  end
end
function field(a)
  return load("return function() return "..a.." end")()
end
function inverty(a)
  return function()
    local pos = inteval(a)
	if not graphics.isUpsideDown() then
		pos.y = c_res.y-pos.y
	end
    return pos
  end
end
function scrollfix(a)
  return function()
    local pos = inteval(a)
    local scroll = game.ScrollPosition
    pos.x = pos.x - scroll.x
    pos.y = pos.y - scroll.y
    return pos
  end
end
function bind(shader, name, source)
  local t = string.dump(source)
  table.insert(binding.binding, {shader, name, source, t:tohex()})
end
function unbind(shader, name)
  for k,v in pairs(binding.binding) do
    if v[2] == name and v[1] == shader then
      table.remove(binding.binding, k)
      break
    end
  end
end
function offset(a,b)
  return function()
    local pos = inteval(a)
    pos.x = pos.x + b[1]
    pos.y = pos.y + b[2]
    return pos
  end
end
function dist(a,b)
  return function()
    local a = inteval(a)
    local b = inteval(b)
    a.x = a.x - b.x
    a.y = a.y - b.y
    return math.sqrt(a.x*a.x + a.y*a.y)
  end
end
function factor(a,b)
  return function()
    return inteval(a)*b
  end
end


shader_effects["lut"] = {shader="sht_lut.bin"}

--[[shader_effects["fisheye"] = {shader=basic_fsh..
uniform float amount;

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
  vec2 p = fragCoord.xy / iResolution.x;//normalized coords with some cheat
  //(assume 1:1 prop)
  float prop = iResolution.x / iResolution.y;//screen proroption
  vec2 m = vec2(0.5, 0.5 / prop);//center coords
  vec2 d = p - m;//vector from center to current fragment
  float r = sqrt(dot(d, d)); // distance of pixel from center

  float power = ( 2.0 * 3.141592 / (2.0 * sqrt(dot(m, m))) ) *
  (amount - 0.5);//amount of effect

  float bind;//radius of 1:1 effect
  if (power > 0.0) bind = sqrt(dot(m, m));//stick to corners
else {if (prop < 1.0) bind = m.x; else bind = m.y;}//stick to borders

  //Weird formulas
  vec2 uv;
  if (power > 0.0)//fisheye
  uv = m + normalize(d) * tan(r * power) * bind / tan( bind * power);
else if (power < 0.0)//antifisheye
  uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
else uv = p;//no effect for power = 1.0

  vec3 col = texture2D(iChannel0, vec2(uv.x, uv.y * prop)).xyz;//Second part of cheat
  //for round effect, not elliptical
  fragColor = vec4(col, 1.0);
}

void main()
{
  vec4 color;
  mainImage(color, texcoord.xy*iResolution.xy);
  gl_FragColor = color;
}
}]]


Resources

Name Description
shader toolkit (VS5+) Visionaire Studio 5.0.8+ is required.