Shader (CMS)

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 22:38, 29 September 2014 by SimonS (talk) (Main Script)
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

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, glowfirst = shader(basic_vsh, [[#ifdef GL_ES
precision highp float; 
precision lowp  int; 
#endif

uniform sampler2D composite;
uniform int pass;
varying vec2 texcoord;
void main()
{   
    gl_FragColor = 30.0*max(vec4(0.0),texture2D(composite, texcoord).rgba-0.5);
}
]]), 
---------------------------
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,0,0,1-1.0/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,0,0,1-1.0/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()
{
/*    float divs = 200;

    float textureResolution = 384.0;
    vec2 uv = texcoord.st*(0.2*textureResolution) + 0.5;
    vec2 iuv = floor( uv );
    vec2 fuv = fract( uv );
    uv = iuv + fuv*fuv*(3.0-2.0*fuv); // fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0);;
    uv = (uv - 0.5)/textureResolution;*/

    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);
    vec4 diffuse = texture2D(composite, texcoord);

    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()

--- 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