Initial Commit
* Basic Game Implementation
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52
libs/moonshine/desaturate.lua
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52
libs/moonshine/desaturate.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 vec4 tint;
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extern number strength;
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vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _) {
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color = Texel(texture, tc);
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number luma = dot(vec3(0.299, 0.587, 0.114), color.rgb);
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return mix(color, tint * luma, strength);
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}]]
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local setters = {}
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setters.tint = function(c)
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assert(type(c) == "table" and #c == 3, "Invalid value for `tint'")
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shader:send("tint", {
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(tonumber(c[1]) or 0) / 255,
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(tonumber(c[2]) or 0) / 255,
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(tonumber(c[3]) or 0) / 255,
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1
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})
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end
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setters.strength = function(v)
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shader:send("strength", math.max(0, math.min(1, tonumber(v) or 0)))
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end
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local defaults = {tint = {255,255,255}, strength = 0.5}
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return moonshine.Effect{
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name = "desaturate",
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shader = shader,
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setters = setters,
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defaults = defaults
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}
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end
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