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author | Indrajith K L | 2022-02-27 01:15:31 +0530 |
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committer | Indrajith K L | 2022-02-27 01:15:31 +0530 |
commit | 62ff5245c26c305e35a2903cc64a60cb20718e96 (patch) | |
tree | 9042f9917e77b584b0ceb421166221ef7777a5d1 /libs/moonshine/posterize.lua | |
download | YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.gz YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.bz2 YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.zip |
Initial Commit
* ECS - In-Progress
* GameStates - Skeleton Implemented
* Library Integrations - Completed
* Levels - In-Progress
Diffstat (limited to 'libs/moonshine/posterize.lua')
-rw-r--r-- | libs/moonshine/posterize.lua | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/libs/moonshine/posterize.lua b/libs/moonshine/posterize.lua new file mode 100644 index 0000000..bc98805 --- /dev/null +++ b/libs/moonshine/posterize.lua @@ -0,0 +1,59 @@ +--[[ +Public domain: + +Copyright (C) 2017 by Matthias Richter <vrld@vrld.org> + +shader based on code by sam hocevar, see +https://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness + +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 shader = love.graphics.newShader[[ + extern number num_bands; + 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); + } + + vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _) + { + color = Texel(texture, tc); + vec3 hsv = floor((rgb2hsv(color.rgb) * num_bands) + vec3(0.5)) / num_bands; + return vec4(hsv2rgb(hsv), color.a); + }]] + + return moonshine.Effect{ + name = "posterize", + shader = shader, + setters = { + num_bands = function(v) + shader:send("num_bands", math.max(1, tonumber(v) or 1)) + end + }, + defaults = {num_bands = 3} + } +end |