Difference between revisions of "Shader (CMS)"
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− | | [[media:shader_toolkit_0.8.2.lua|shader_toolkit_0.8.2.lua]] || The main script in .lua format. ''Visionaire Studio 4.1+ is required for this script''. | + | | [[media:shader_toolkit_0.8.2.lua|shader_toolkit_0.8.2.lua]] || The main script in .lua format. ''Visionaire Studio 4.1+ is required for this script''. |
|} | |} | ||
{{toc}} | {{toc}} |
Revision as of 17:50, 30 September 2014
Name | Type | By |
---|---|---|
Shader Toolkit | Definition | SimonS |
This script offers some easy functions to use shader power. It ranges from blur, noise, saturation, contrast, lightness, colorize to some simple camera controls.
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.
Examples
Please see here for a list of working 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
--
-- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects
-- (c) 2014 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme
-- Version 0.8 [updated 29/09/2014 for 4.1]
--
-- 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()
-- 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
light1
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.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}
setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } )
-- End of matrix functions
local shader_meta = {}
local shader = {}
function shader:new (this, fsh, vsh)
local shader = {}
shader.num = shaderCompile(fsh,vsh)
return setmetatable( shader, shader_meta )
end
shader_meta.__call = function(this)
return this.num
end
shader_meta.__newindex = function(this, field, value)
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,
---------------------------
glownum = shader([[#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;
uniform int firstpass;
uniform int lastpass;
uniform float down;
mat4 scale4 = mat4(1.0/down,0,0,0,
0,1.0/down,0,0,
0,0,1,0,
0,0,0,1);
mat3 scale = mat3(1,0,0, 0,1,0, 0,0,1);
void main ()
{
if(pass==lastpass)
gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0);
else
gl_Position = mvp_mat * (scale4 * vec4(position.x,position.y,0.0,1.0));
if(pass > firstpass)
scale=mat3(1.0/down,0,0,0,1.0/down,0,0,1.0-1.0/down,1);
texcoord = (scale*vec3(uv,1.0)).xy;
}]], [[#ifdef GL_ES
precision highp float;
precision lowp int;
#endif
uniform sampler2D composite;
uniform int pass;
uniform float exposure;
varying vec2 texcoord;
uniform vec2 weights;
uniform int firstpass;
uniform int lastpass;
uniform vec2 resolution;
void identity() {
vec4 col = exposure*texture2D(composite, texcoord.st);
col.a=1.0;
gl_FragColor = col;
}
void blurFast(){
vec4 sum = vec4(0.0);
float blurSize=1.0/resolution.x*(5.0-float(pass-firstpass+1));
sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y - blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y + blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x, texcoord.y)) * weights[1];
sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y - blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y + blurSize)) * weights[0];
gl_FragColor = sum;
}
void main()
{
if(pass==lastpass)
identity();
else if(pass==firstpass)
gl_FragColor = 2.0*max(vec4(0.0),texture2D(composite, texcoord).rgba-0.5);
else
blurFast();
}]]),
----------------------------
bnum = shader([[#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;
uniform int firstpass;
uniform int lastpass;
uniform float down;
mat4 scale4 = mat4(1.0/down,0,0,0,
0,1.0/down,0,0,
0,0,1,0,
0,0,0,1);
mat3 scale = mat3(1,0,0, 0,1,0, 0,0,1);
void main ()
{
if(pass==lastpass)
gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0);
else
gl_Position = mvp_mat * (scale4 * vec4(position.x,position.y,0.0,1.0));
if(pass>firstpass)
scale=mat3(1.0/down,0,0,0,1.0/down,0,0,1.0-1.0/down,1);
texcoord = (scale*vec3(uv,1.0)).xy;
}]], [[#ifdef GL_ES
precision highp float;
precision lowp int;
#endif
uniform sampler2D composite;
uniform int pass;
uniform float exposure;
varying vec2 texcoord;
uniform vec2 weights;
uniform int firstpass;
uniform int lastpass;
uniform vec2 resolution;
void identity() {
vec4 col = exposure*texture2D(composite, texcoord.st);
col.a=1.0;
gl_FragColor = col;
}
void blurFast(){
vec4 sum = vec4(0.0);
float blurSize=1.0/resolution.x*(5.0-float(pass-firstpass));
sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y - blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y + blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x, texcoord.y)) * weights[1];
sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y - blurSize)) * weights[0];
sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y + blurSize)) * weights[0];
gl_FragColor = sum;
}
void main()
{
if(pass==lastpass)
identity();
else
blurFast();
}]]),
----------------------------
num = shader([[#ifdef GL_ES
precision lowp float;
precision lowp int;
#endif
varying vec2 texcoord;
uniform mat4 mvp_mat;
uniform mat4 cam_mat;
attribute vec2 position;
attribute vec2 uv;
uniform int pass;
void main ()
{
gl_Position = mvp_mat * (cam_mat * vec4(position.x,position.y,0.0,1.0));
texcoord = uv;
}]],[[#ifdef GL_ES
precision highp float;
precision lowp int;
#endif
uniform sampler2D composite;
uniform int pass;
uniform float noise;
uniform float noiseFactor;
uniform float iTime;
uniform vec2 weights;
uniform vec4 shader_coeff;
varying vec2 texcoord;
void identity() {
gl_FragColor = texture2D(composite, texcoord.st);
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void sat()
{
vec4 textureColor = texture2D(composite, texcoord.st);
vec3 fragRGB = textureColor.rgb;
vec3 fragHSV = rgb2hsv(fragRGB);
fragHSV.x += shader_coeff[0];
fragHSV.y *= shader_coeff[1];
fragHSV.z = (fragHSV.z - 0.5)*shader_coeff[2]+0.5+shader_coeff[3];
fragRGB = hsv2rgb(fragHSV);
fragHSV.x = weights[1];
vec3 fragRGBC = hsv2rgb(fragHSV);
vec4 color = vec4(mix(fragRGB, fragRGBC, weights[0]), textureColor.w);
if(noise==1.0)
color+= noiseFactor*rand(texcoord.xy+vec2(iTime*2.0,0.0));
gl_FragColor=color;
}
void main()
{
sat();
}]])}
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
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_noise = 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}
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
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)
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)
shader.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
function shaderViewport(zoom, x, y, rotation, delay, easing)
startTween("shader_offsetx", shader_offsetx, x, delay,easing)
startTween("shader_offsety", shader_offsety, y, delay,easing)
startTween("shader_scale", shader_scale, zoom, delay,easing)
startTween("shader_rotate", shader_rotate, rotation, delay,easing)
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_="",
warp1={shader=basic_fsh..[[uniform float strength;
void main(void)
{
float t = iGlobalTime * 0.5;
vec2 uv = texcoord;
float aspect = iResolution.x / iResolution.y;
mat3 xform = mat3(cos(sin(t)), sin(t *0.25), 0.0,
-sin(t * 0.25), cos(cos(t)), 0.0,
cos(t / 2.0) * 0.2, sin(t) * 0.2, 1.0);
uv = (xform * vec3(uv, 1.0)).xy * vec2(aspect, 1.0);
uv.x -= sin(t) + cos(t * 2.0 + cos(uv.x) * sin(t * 2.0) * 2.0) / 2.0;
uv.y += cos(t + uv.y * 0.5) + sin(uv.y * cos(t)) + sin(cos(t * 0.5) * length(uv));
uv=mix(uv,texcoord,strength);
uv = mod(uv, 1.0);
vec3 color = texture2D(iChannel0, uv).xyz;
gl_FragColor.xyz = color;
gl_FragColor.w = 1.0;
}]] } ,
light1={shader=basic_fsh..[[
uniform vec3 lightpos, targetpos;
uniform int lights_count;
struct light {
int type;
vec3 position;
vec3 targetpos;
vec3 lightfalloff;
vec3 ambient;
vec3 diffuse;
float diffusefactor;
float exponent;
float cutoff;
};
uniform light lights[6];
#define OFFSET_X 1
#define OFFSET_Y 1
#define DEPTH 10.
vec3 sample(const int x, const int y)
{
vec2 uv = (gl_FragCoord.xy + vec2(x, y)) / iResolution.xy;
return texture2D(iChannel0, uv).xyz;
}
float luminance(vec3 c)
{
return dot(c, vec3(.2126, .7152, .0722));
}
vec3 normal(void)
{
float R = abs(luminance(sample( OFFSET_X,0)));
float L = abs(luminance(sample(-OFFSET_X,0)));
float D = abs(luminance(sample(0, OFFSET_Y)));
float U = abs(luminance(sample(0,-OFFSET_Y)));
float X = (L-R) * .5;
float Y = (U-D) * .5;
return normalize(vec3(X, Y, 1. / DEPTH));
}
void main(void)
{
vec3 n=vec3(0.0,0.0,1.0);
vec3 diffuse = texture2D(composite, texcoord).rgb;
float att = 0.0;
vec3 color=vec3(0.0);
for(int i = 0; i < lights_count; i++)
{
vec3 lightDir = vec3(lights[i].position-vec3(gl_FragCoord.xy,0.0));
float NdotL = max(dot(n,normalize(lightDir)),0.0);
float dist = length(lightDir);
if (lights[i].type == 0)
{
if (NdotL > 0.0)
{
float spotEffect = dot(normalize(lights[i].targetpos-lights[i].position), normalize(-lightDir));
if (spotEffect > lights[i].cutoff)
{
spotEffect = pow(spotEffect,lights[i].exponent);
att = spotEffect / (lights[i].lightfalloff[0] + lights[i].lightfalloff[1] * dist + lights[i].lightfalloff[2] * dist * dist);
color += att * (diffuse * lights[i].diffuse * (NdotL * lights[i].diffusefactor) + lights[i].ambient);
}
}
}
else
{
att = 1.0 / (lights[i].lightfalloff[0] + lights[i].lightfalloff[1] * dist + lights[i].lightfalloff[2] * dist * dist);
color += att * (diffuse * lights[i].diffuse * (NdotL * lights[i].diffusefactor) + lights[i].ambient);
}
}
gl_FragColor = vec4(color, 1.);
}]]},
tv1 = {shader = basic_fsh..[[
#define BLACK_AND_WHITE
#define LINES_AND_FLICKER
#define BLOTCHES
#define GRAIN
#define FREQUENCY 15.0
vec2 uv;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rand(float c){
return rand(vec2(c,1.0));
}
float randomLine(float seed)
{
float b = 0.01 * rand(seed);
float a = rand(seed+1.0);
float c = rand(seed+2.0) - 0.5;
float mu = rand(seed+3.0);
float l = 1.0;
if ( mu > 0.2)
l = pow( abs(a * uv.x + b * uv.y + c ), 1.0/8.0 );
else
l = 2.0 - pow( abs(a * uv.x + b * uv.y + c), 1.0/8.0 );
return mix(0.5, 1.0, l);
}
float randomBlotch(float seed)
{
float x = rand(seed);
float y = rand(seed+1.0);
float s = 0.01 * rand(seed+2.0);
vec2 p = vec2(x,y) - uv;
p.x *= iResolution.x / iResolution.y;
float a = atan(p.y,p.x);
float v = 1.0;
float ss = s*s * (sin(6.2831*a*x)*0.1 + 1.0);
if ( dot(p,p) < ss ) v = 0.2;
else
v = pow(dot(p,p) - ss, 1.0/16.0);
return mix(0.3 + 0.2 * (1.0 - (s / 0.02)), 1.0, v);
}
void main(void)
{
uv = gl_FragCoord.xy / iResolution.xy;
float t = float(int(iGlobalTime * FREQUENCY));
vec2 suv = uv + 0.002 * vec2( rand(t), rand(t + 23.0));
vec3 image = texture2D( iChannel0, vec2(suv.x, suv.y) ).xyz;
#ifdef BLACK_AND_WHITE
// Pass it to B/W
float luma = dot( vec3(0.2126, 0.7152, 0.0722), image );
vec3 oldImage = luma * vec3(0.7, 0.7, 0.7);
#else
vec3 oldImage = image;
#endif
float vI = 16.0 * (uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y));
vI *= mix( 0.7, 1.0, rand(t + 0.5));
vI += 1.0 + 0.4 * rand(t+8.);
vI *= pow(16.0 * uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y), 0.4);
#ifdef LINES_AND_FLICKER
int l = int(8.0 * rand(t+7.0));
if ( 0 < l ) vI *= randomLine( t+6.0+17.* float(0));
if ( 1 < l ) vI *= randomLine( t+6.0+17.* float(1));
if ( 2 < l ) vI *= randomLine( t+6.0+17.* float(2));
if ( 3 < l ) vI *= randomLine( t+6.0+17.* float(3));
if ( 4 < l ) vI *= randomLine( t+6.0+17.* float(4));
if ( 5 < l ) vI *= randomLine( t+6.0+17.* float(5));
if ( 6 < l ) vI *= randomLine( t+6.0+17.* float(6));
if ( 7 < l ) vI *= randomLine( t+6.0+17.* float(7));
#endif
#ifdef BLOTCHES
int s = int( max(8.0 * rand(t+18.0) -2.0, 0.0 ));
if ( 0 < s ) vI *= randomBlotch( t+6.0+19.* float(0));
if ( 1 < s ) vI *= randomBlotch( t+6.0+19.* float(1));
if ( 2 < s ) vI *= randomBlotch( t+6.0+19.* float(2));
if ( 3 < s ) vI *= randomBlotch( t+6.0+19.* float(3));
if ( 4 < s ) vI *= randomBlotch( t+6.0+19.* float(4));
if ( 5 < s ) vI *= randomBlotch( t+6.0+19.* float(5));
#endif
gl_FragColor.xyz = oldImage * vI;
#ifdef GRAIN
gl_FragColor.xyz *= (1.0+(rand(uv+t*.01)-.2)*.15);
#endif
}]]},
ripple1 = {shader = basic_fsh..[[
// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.
// Attribution-ShareAlike CC License.
const float PI = 3.1415926535897932;
const float speed = 0.2;
const float speed_x = 0.3;
const float speed_y = 0.3;
const float emboss = 0.50;
const float intensity = 2.4;
const int steps = 8;
const float frequency = 6.0;
const int angle = 7; // better when a prime
const float delta = 60.;
const float intence = 700.;
const float reflectionCutOff = 0.012;
const float reflectionIntence = 200000.;
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for (int i = 0; i < steps; i++)
{
vec2 adjc = coord;
theta = delta_theta*float(i);
adjc.x += cos(theta)*time*speed + time * speed_x;
adjc.y -= sin(theta)*time*speed - time * speed_y;
col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
}
return cos(col);
}
void main(void)
{
vec2 p = texcoord, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += iResolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += iResolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx*2.;
c1.y = (c1.y+dy*2.);
float alpha = 1.+dot(dx,dy)*intence;
float ddx = dx - reflectionCutOff;
float ddy = dy - reflectionCutOff;
if (ddx > 0. && ddy > 0.)
alpha = pow(alpha, ddx*ddy*reflectionIntence);
c1=mod(c1,1.0);
vec4 col = texture2D(iChannel0,c1)*(alpha);
gl_FragColor = col;
}
]]},
ripple2 = {shader = basic_fsh..[[
float count = 10.0;
float strength = 0.9;
void main(void)
{
vec2 uv = texcoord;
float w = (0.5 - (uv.x)) * (iResolution.x / iResolution.y);
float h = 0.5 - uv.y;
float distanceFromCenter = sqrt(w * w + h * h);
float sinArg = distanceFromCenter * count - iGlobalTime * 10.0;
float slope = cos(sinArg) ;
vec4 color = texture2D(iChannel0, uv + strength * normalize(vec2(w, h)) * slope * 0.05);
gl_FragColor = color;
}
]]},
ascii = {shader = basic_fsh..[[
// Bitmap to ASCII (not really) fragment shader by movAX13h, September 2013
// If you change the input channel texture, disable this:
float character(float n, vec2 p) // some compilers have the word "char" reserved
{
p = floor(p*vec2(4.0, -4.0) + 2.5);
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;
}
return 0.0;
}
void main()
{
vec3 col = texture2D(iChannel0, floor(gl_FragCoord.xy/8.0)*8.0/iResolution.xy).rgb;
float gray = (col.r + col.g + col.b)/3.0;
float n = 65536.0; // .
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 332772.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 23385164.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13199452.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 p = mod(gl_FragCoord.xy/4.0, 2.0) - vec2(1.0);
col = col*character(n, p);
gl_FragColor = vec4(col, 1.0);
}
]]},
edgeglow = {shader = basic_fsh..[[
float d = sin(iGlobalTime * 5.0)*0.5 + 1.5;
float lookup(vec2 p, float dx, float dy)
{
vec2 uv = (p.xy + vec2(dx * d, dy * d)) / iResolution.xy;
vec4 c = texture2D(iChannel0, uv.xy);
return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b;
}
void main(void)
{
vec2 p = gl_FragCoord.xy;
float gx = 0.0;
gx += -1.0 * lookup(p, -1.0, -1.0);
gx += -2.0 * lookup(p, -1.0, 0.0);
gx += -1.0 * lookup(p, -1.0, 1.0);
gx += 1.0 * lookup(p, 1.0, -1.0);
gx += 2.0 * lookup(p, 1.0, 0.0);
gx += 1.0 * lookup(p, 1.0, 1.0);
float gy = 0.0;
gy += -1.0 * lookup(p, -1.0, -1.0);
gy += -2.0 * lookup(p, 0.0, -1.0);
gy += -1.0 * lookup(p, 1.0, -1.0);
gy += 1.0 * lookup(p, -1.0, 1.0);
gy += 2.0 * lookup(p, 0.0, 1.0);
gy += 1.0 * lookup(p, 1.0, 1.0);
float g = gx*gx + gy*gy;
float g2 = g * (sin(iGlobalTime) / 2.0 + 0.5);
vec4 col = texture2D(iChannel0, p / iResolution.xy);
col += vec4(0.0, g, g2, 1.0);
gl_FragColor = col;
}
]]},
chroma = {shader = basic_fsh..[[
// MIT License (MIT)
// Copyright (c) 2014 Justin Saunders
void main(void)
{
vec2 uv = texcoord;
float d = length(uv - vec2(0.5,0.5));
float blur = 0.0;
blur = (1.0 + sin(iGlobalTime*6.0)) * 0.5;
blur *= 1.0 + sin(iGlobalTime*16.0) * 0.5;
blur = pow(blur, 3.0);
blur *= 0.05;
blur *= d;
vec3 col;
col.r = texture2D( iChannel0, vec2(uv.x+blur,uv.y) ).r;
col.g = texture2D( iChannel0, uv ).g;
col.b = texture2D( iChannel0, vec2(uv.x-blur,uv.y) ).b;
float scanline = sin(uv.y*800.0)*0.04;
col -= scanline;
col *= 1.0 - d * 0.5;
gl_FragColor = vec4(col,1.0);
}
]]},
ripple3 = {shader = basic_fsh..[[
void main(void)
{
vec2 uv = texcoord;
uv.x += (sin((uv.y + (iGlobalTime * 0.07)) * 45.0) * 0.009) +
(sin((uv.y + (iGlobalTime * 0.1)) * 35.0) * 0.005);
vec4 texColor = texture2D(iChannel0,uv);
gl_FragColor = texColor;
}
]]},
warp2 = {shader = basic_fsh..[[
uniform float strength;
void main(void)
{
vec2 uv = texcoord;
float y =
0.7*sin((uv.y + iGlobalTime) * 4.0) * 0.038 +
0.3*sin((uv.y + iGlobalTime) * 8.0) * 0.010 +
0.05*sin((uv.y + iGlobalTime) * 40.0) * 0.05;
float x =
0.5*sin((uv.y + iGlobalTime) * 5.0) * 0.1 +
0.2*sin((uv.x + iGlobalTime) * 10.0) * 0.05 +
0.2*sin((uv.x + iGlobalTime) * 30.0) * 0.02;
gl_FragColor = texture2D(iChannel0, mix(uv, 0.79*(uv + vec2(y+0.11, x+0.11)), strength));
}
]]},
ripple4 = {shader = basic_fsh..[[
void main(void)
{
vec2 uv = texcoord;
float w = (0.5 - (uv.x)) * (iResolution.x / iResolution.y);
float h = 0.5 - uv.y;
vec2 dv = vec2(w,h);
float distanceFromCenter = sqrt(dot(dv,dv));
float sinArg = distanceFromCenter * 10.0 - iGlobalTime * 10.0;
float slope = cos(sinArg) ;
vec4 color = texture2D(iChannel0, uv + normalize(vec2(w, h)) * slope * 0.01);
gl_FragColor = color;
}
]]},
pearls={shader=basic_fsh..[[
// Size of the quad in pixels
const float size = 7.0;
// Radius of the circle
const float radius = size * 0.5 * 0.75;
void main(void)
{
// Current quad in pixels
vec2 quadPos = floor(gl_FragCoord.xy / size) * size;
// Normalized quad position
vec2 quad = quadPos/iResolution.xy;
// Center of the quad
vec2 quadCenter = (quadPos + size/2.0);
// Distance to quad center
float dist = length(quadCenter - gl_FragCoord.xy);
vec4 texel = texture2D(iChannel0, quad);
if (dist > radius)
{
gl_FragColor = vec4(0.25);
}
else
{
gl_FragColor = texel;
}
}
]]},
highlight={shader=basic_fsh..[[
uniform float strength;
const bool leftToRight = false;
float slopeSign = (leftToRight ? -1.0 : 1.0);
float slope1 = 5.0 * slopeSign;
float slope2 = 7.0 * slopeSign;
void main(void)
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
float bright =
- sin(uv.y * slope1 + uv.x * 30.0+ iGlobalTime *3.10) *.2
- sin(uv.y * slope2 + uv.x * 37.0 + iGlobalTime *3.10) *.1
- cos( + uv.x * 2.0 * slopeSign + iGlobalTime *2.10) *.1
- sin( - uv.x * 5.0 * slopeSign + iGlobalTime * 2.0) * .3;
float modulate = abs(cos(iGlobalTime*.1) *.5 + sin(iGlobalTime * .7)) *.5;
bright *= modulate;
vec4 pix = texture2D(iChannel0,uv);
pix.rgb += 1.0*clamp(bright / 1.0,0.0,1.0);
gl_FragColor = pix;
}
]]},
fourbit={shader=basic_fsh..[[
// 4BIT COLOR
// Maps into DawnBringer's 4-bit (16 color) palette http://www.pixeljoint.com/forum/forum_posts.asp?TID=12795
// Also see the amazing ASCII shadertoy: https://www.shadertoy.com/view/lssGDj
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float compare(vec3 a, vec3 b) {
// Increase saturation
a = max(vec3(0.0), a - min(a.r, min(a.g, a.b)) * 0.25);
b = max(vec3(0.0), b - min(b.r, min(b.g, b.b)) * 0.25);
a*=a*a;
b*=b*b;
vec3 diff = (a - b);
return dot(diff, diff);
}
void main(void) {
const float pixelSize = 4.0;
vec2 c = floor(gl_FragCoord.xy / pixelSize);
vec2 coord = c * pixelSize;
vec3 src = texture2D(iChannel0, coord / iResolution.xy).rgb;
// Track the two best colors
vec3 dst0 = vec3(0), dst1 = vec3(0);
float best0 = 1e3, best1 = 1e3;
# define TRY(R, G, B) { const vec3 tst = vec3(R, G, B); float err = compare(src, tst); if (err < best0) { best1 = best0; dst1 = dst0; best0 = err; dst0 = tst; } }
TRY(0.078431, 0.047059, 0.109804);
TRY(0.266667, 0.141176, 0.203922);
TRY(0.188235, 0.203922, 0.427451);
TRY(0.305882, 0.290196, 0.305882);
TRY(0.521569, 0.298039, 0.188235);
TRY(0.203922, 0.396078, 0.141176);
TRY(0.815686, 0.274510, 0.282353);
TRY(0.458824, 0.443137, 0.380392);
TRY(0.349020, 0.490196, 0.807843);
TRY(0.823529, 0.490196, 0.172549);
TRY(0.521569, 0.584314, 0.631373);
TRY(0.427451, 0.666667, 0.172549);
TRY(0.823529, 0.666667, 0.600000);
TRY(0.427451, 0.760784, 0.792157);
TRY(0.854902, 0.831373, 0.368627);
TRY(0.870588, 0.933333, 0.839216);
# undef TRY
best0 = sqrt(best0); best1 = sqrt(best1);
gl_FragColor = vec4(mod(c.x + c.y, 2.0) > (hash(c * 2.0 + fract(sin(vec2(floor(iGlobalTime), floor(iGlobalTime * 1.7))))) * 0.75) + (best1 / (best0 + best1)) ? dst1 : dst0, 1.0);
}
]]},
tv2={shader=basic_fsh..[[
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main(void)
{
vec2 uv = texcoord;
float screenRatio = iResolution.x / iResolution.y;
vec3 texture = texture2D(iChannel0, uv).rgb;
float barHeight = 6.;
float barSpeed = 5.6;
float barOverflow = 1.2;
float blurBar = clamp(sin(uv.y * barHeight + iGlobalTime * barSpeed) + 1.25, 0., 1.);
float bar = clamp(floor(sin(uv.y * barHeight + iGlobalTime * barSpeed) + 1.95), 0., barOverflow);
float noiseIntensity = .75;
float pixelDensity = 250.;
vec3 color = vec3(clamp(rand(
vec2(floor(uv.x * pixelDensity * screenRatio), floor(uv.y * pixelDensity)) *
iGlobalTime / 1000.
) + 1. - noiseIntensity, 0., 1.));
color = mix(color - noiseIntensity * vec3(.25), color, blurBar);
color = mix(color - noiseIntensity * vec3(.08), color, bar);
color = mix(vec3(0.), texture, color);
color.b += .042;
color *= vec3(1.0 - pow(distance(uv, vec2(0.5, 0.5)), 2.1) * 2.8);
gl_FragColor = vec4(color, 1.);
}
]]},
tv3={shader=basic_fsh..[[
// SOFT TV
float rand(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt= dot(co.xy ,vec2(a,b));
float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
void main(void)
{
vec2 uv = texcoord;
float magnitude = 0.0009;
// Set up offset
vec2 offsetRedUV = uv;
offsetRedUV.x = uv.x + rand(vec2(iGlobalTime*0.03,uv.y*0.42)) * 0.001;
offsetRedUV.x += sin(rand(vec2(iGlobalTime*0.2, uv.y)))*magnitude;
vec2 offsetGreenUV = uv;
offsetGreenUV.x = uv.x + rand(vec2(iGlobalTime*0.004,uv.y*0.002)) * 0.004;
offsetGreenUV.x += sin(iGlobalTime*9.0)*magnitude;
vec2 offsetBlueUV = uv;
offsetBlueUV.x = uv.y;
offsetBlueUV.x += rand(vec2(cos(iGlobalTime*0.01),sin(uv.y)));
// Load Texture
float r = texture2D(iChannel0, offsetRedUV).r;
float g = texture2D(iChannel0, offsetGreenUV).g;
float b = texture2D(iChannel0, uv).b;
gl_FragColor = vec4(r,g,b,0);
}]]},
tv4={shader=basic_fsh..[[
// Noise generation functions borrowed from:
// https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(void)
{
vec2 uv = gl_FragCoord.xy/iResolution.xy;
float jerkOffset = (1.0-step(snoise(vec2(iGlobalTime*1.3,5.0)),0.8))*0.05;
float wiggleOffset = snoise(vec2(iGlobalTime*15.0,uv.y*80.0))*0.003;
float largeWiggleOffset = snoise(vec2(iGlobalTime*1.0,uv.y*25.0))*0.004;
float xOffset = wiggleOffset + largeWiggleOffset + jerkOffset;
float red = texture2D( iChannel0, vec2(uv.x + xOffset -0.01,uv.y)).r;
float green = texture2D( iChannel0, vec2(uv.x + xOffset, uv.y)).g;
float blue = texture2D( iChannel0, vec2(uv.x + xOffset +0.01,uv.y)).b;
vec3 color = vec3(red,green,blue);
float scanline = sin(uv.y*800.0)*0.04;
color -= scanline;
gl_FragColor = vec4(color,1.0);
}
]]}
}
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, variable = "shaders.glownum._i_lastpass" }})
shader_glow = on
shader_glowradius = blurradius
shader_glowexp = alpha
end
end
function shaderActivateLighting(lights)
if(shader_effects.light1.num==nil)then
shader_effects.light1.num = shader(basic_vsh, shader_effects.light1.shader)
end
passesAdd(2,"light1",{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } })
local sh = shader_effects.light1.num
sh._i_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(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
}
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()
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 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) 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)
if(shader_effects[name].num==nil)then
shader_effects[name].num = shader(basic_vsh, shader_effects[name].shader)
end
passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } })
local sh = shader_effects[name].num
sh.strength=0.8
sh.resolution = {game.WindowResolution.x, game.WindowResolution.y}
bind(sh, "time", field("shader_iTime"))
end
function shaderRemoveEffect(name)
passesRemove(2,name)
unbind(sh, "time")
end
function shaderEffectParam(name, param, value)
shader_effects[name].num[param] = value
end
function shaderMain()
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
local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0,0},{-math.sin(shader_rotate),math.cos(shader_rotate),0,0},{0,0,1,0},{0,0,0,1}}
local scale = matrix{{shader_scale,0,0,0},{0,shader_scale,0,0},{0,0,1,0},{0,0,0,1}}
local translate = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{-c_res.x/2,-c_res.y/2,0,1}}
local translate2 = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{c_res.x/2,c_res.y/2,0,1}}
local translate3 = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,0,1}}
local identity = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}}
shaders.num.cam_mat = ((((translate*rot)*translate2)*translate3)*scale):tofloat()
if(binding~=nil)then
for k,v in pairs(binding.binding) do
v[1][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)
pos.y = c_res.y-pos.y
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)
table.insert(binding.binding, {shader, name, source})
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
Resources
Name | Description |
---|---|
shader_toolkit_0.8.2.lua | The main script in .lua format. Visionaire Studio 4.1+ is required for this script. |