Initial Commit
* Basic Game Implementation
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59
libs/moonshine/vignette.lua
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59
libs/moonshine/vignette.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 number radius;
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extern number softness;
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extern number opacity;
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extern vec4 color;
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vec4 effect(vec4 c, Image tex, vec2 tc, vec2 _)
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{
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number aspect = love_ScreenSize.x / love_ScreenSize.y;
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aspect = max(aspect, 1.0 / aspect); // use different aspect when in portrait mode
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number v = 1.0 - smoothstep(radius, radius-softness,
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length((tc - vec2(0.5)) * aspect));
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return mix(Texel(tex, tc), color, v*opacity);
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}]]
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local setters = {}
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for _,k in ipairs{"radius", "softness", "opacity"} do
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setters[k] = function(v) shader:send(k, math.max(0, tonumber(v) or 0)) end
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end
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setters.color = function(c)
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assert(type(c) == "table" and #c == 3, "Invalid value for `color'")
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shader:send("color", {
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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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return moonshine.Effect{
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name = "vignette",
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shader = shader,
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setters = setters,
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defaults = {
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radius = .8,
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softness = .5,
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opacity = .5,
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color = {0,0,0}
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}
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}
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end
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