Shader (CMS)

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 10:58, 9 August 2023 by EK (talk | contribs)
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Name Version Type By
Shader Toolkit 0.96 Definition Simon Scheckel, with edits by AFRLme

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


Quick note: The script on here may be outdated, please download the latest version for 5.x from the resources section at the bottom of the page.

Instructions

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

Shader Toolkit Functions

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


Examples

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

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


Reset Values

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

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


Main Script

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

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

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

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

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

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

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

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

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

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

-- End of matrix functions


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

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

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

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

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

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

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

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

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

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

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

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

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

    -- End of DataDumper
    --
    -- Shader Metatable

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

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

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

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

    c_res=game.WindowResolution

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  function shaderActivate()
    shader_active = true
    passesUpdate()
  end

  function shaderDeactivate()
    shader_active = false
    passesUpdate()
  end

  -- Passes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  --- BINDING LIB

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


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

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

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

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

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

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

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

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


Resources

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