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authorIndrajith K L2022-02-27 01:15:31 +0530
committerIndrajith K L2022-02-27 01:15:31 +0530
commit62ff5245c26c305e35a2903cc64a60cb20718e96 (patch)
tree9042f9917e77b584b0ceb421166221ef7777a5d1 /libs/moonshine/boxblur.lua
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Initial Commit
* ECS - In-Progress * GameStates - Skeleton Implemented * Library Integrations - Completed * Levels - In-Progress
Diffstat (limited to 'libs/moonshine/boxblur.lua')
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diff --git a/libs/moonshine/boxblur.lua b/libs/moonshine/boxblur.lua
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+--[[
+Public domain:
+
+Copyright (C) 2017 by Matthias Richter <vrld@vrld.org>
+
+Permission to use, copy, modify, and/or distribute this software for any
+purpose with or without fee is hereby granted.
+
+THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
+LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
+OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
+PERFORMANCE OF THIS SOFTWARE.
+]]--
+
+return function(moonshine)
+ local radius_x, radius_y = 3, 3
+ local shader = love.graphics.newShader[[
+ extern vec2 direction;
+ extern number radius;
+ vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _) {
+ vec4 c = vec4(0.0);
+
+ for (float i = -radius; i <= radius; i += 1.0)
+ {
+ c += Texel(texture, tc + i * direction);
+ }
+ return c / (2.0 * radius + 1.0) * color;
+ }]]
+
+ local setters = {}
+ setters.radius = function(v)
+ if type(v) == "number" then
+ radius_x, radius_y = v, v
+ elseif type(v) == "table" and #v >= 2 then
+ radius_x, radius_y = tonumber(v[1] or v.h or v.x), tonumber(v[2] or v.v or v.y)
+ else
+ error("Invalid argument `radius'")
+ end
+ end
+ setters.radius_x = function(v) radius_x = tonumber(v) end
+ setters.radius_y = function(v) radius_y = tonumber(v) end
+
+ local draw = function(buffer)
+ shader:send('direction', {1 / love.graphics.getWidth(), 0})
+ shader:send('radius', math.floor(radius_x + .5))
+ moonshine.draw_shader(buffer, shader)
+
+ shader:send('direction', {0, 1 / love.graphics.getHeight()})
+ shader:send('radius', math.floor(radius_y + .5))
+ moonshine.draw_shader(buffer, shader)
+ end
+
+ return moonshine.Effect{
+ name = "boxblur",
+ draw = draw,
+ setters = setters,
+ defaults = {radius = 3}
+ }
+end