Initial Commit
* Basic Game Implementation
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49
libs/moonshine/chromasep.lua
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49
libs/moonshine/chromasep.lua
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--[[
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Public domain:
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Copyright (C) 2017 by Matthias Richter <vrld@vrld.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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PERFORMANCE OF THIS SOFTWARE.
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]]--
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return function(moonshine)
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local shader = love.graphics.newShader[[
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extern vec2 direction;
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vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _)
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{
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return color * vec4(
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Texel(texture, tc - direction).r,
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Texel(texture, tc).g,
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Texel(texture, tc + direction).b,
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1.0);
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}]]
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local angle, radius = 0, 0
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local setters = {
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angle = function(v) angle = tonumber(v) or 0 end,
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radius = function(v) radius = tonumber(v) or 0 end
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}
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local draw = function(buffer, effect)
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local dx = math.cos(angle) * radius / love.graphics.getWidth()
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local dy = math.sin(angle) * radius / love.graphics.getHeight()
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shader:send("direction", {dx,dy})
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moonshine.draw_shader(buffer, shader)
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end
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return moonshine.Effect{
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name = "chromasep",
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draw = draw,
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setters = setters,
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defaults = {angle = 0, radius = 0}
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}
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end
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