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default: build run | ||
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clean: | ||
$(RM) temperature.love | ||
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build: | ||
# zip -r temperature.love * | ||
7z a -r -tzip temperature.love * | ||
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run: | ||
love temperature.love |
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/* | ||
4xBR shader | ||
Copyright (C) 2011 Hyllian. | ||
This program is free software; you can redistribute it and/or modify it | ||
under the terms of the GNU General Public License as published by the Free | ||
Software Foundation; either version 2 of the License, or (at your option) | ||
any later version. | ||
This program is distributed in the hope that it will be useful, but | ||
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | ||
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License | ||
for more details. | ||
(justification for applying the GPLv2: | ||
http://board.byuu.org/viewtopic.php?p=32616#p32616 | ||
) | ||
modified by slime73 for use with love2d and mari0 | ||
*/ | ||
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extern vec2 textureSize; | ||
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const vec3 dtt = vec3(65536.0, 255.0, 1.0); | ||
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float reduce(vec3 color) | ||
{ | ||
return dot(color, dtt); | ||
} | ||
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vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords) | ||
{ | ||
vec2 ps = 1.0 / textureSize; | ||
vec2 dx = vec2(ps.x, 0.0); | ||
vec2 dy = vec2(0.0, ps.y); | ||
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vec2 pixcoord = texture_coords/ps; | ||
vec2 fp = fract(pixcoord); | ||
vec2 d11 = texture_coords - fp * ps; | ||
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// Reading the texels | ||
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vec3 A = Texel(texture, d11-dx-dy).xyz; | ||
vec3 B = Texel(texture, d11 -dy).xyz; | ||
vec3 C = Texel(texture, d11+dx-dy).xyz; | ||
vec3 D = Texel(texture, d11-dx ).xyz; | ||
vec3 E = Texel(texture, d11 ).xyz; | ||
vec3 F = Texel(texture, d11+dx ).xyz; | ||
vec3 G = Texel(texture, d11-dx+dy).xyz; | ||
vec3 H = Texel(texture, d11+dy ).xyz; | ||
vec3 I = Texel(texture, d11+dx+dy).xyz; | ||
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vec3 E0 = E; | ||
vec3 E1 = E; | ||
vec3 E2 = E; | ||
vec3 E3 = E; | ||
vec3 E4 = E; | ||
vec3 E5 = E; | ||
vec3 E6 = E; | ||
vec3 E7 = E; | ||
vec3 E8 = E; | ||
vec3 E9 = E; | ||
vec3 E10 = E; | ||
vec3 E11 = E; | ||
vec3 E12 = E; | ||
vec3 E13 = E; | ||
vec3 E14 = E; | ||
vec3 E15 = E; | ||
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float a = reduce(A); | ||
float b = reduce(B); | ||
float c = reduce(C); | ||
float d = reduce(D); | ||
float e = reduce(E); | ||
float f = reduce(F); | ||
float g = reduce(G); | ||
float h = reduce(H); | ||
float i = reduce(I); | ||
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if ((h == f)&&(h != e)) | ||
{ | ||
if ( | ||
((e == g) && ((i == h) || (e == d))) | ||
|| | ||
((e == c) && ((i == h) || (e == b))) | ||
) | ||
{ | ||
E11 = mix(E11, F, 0.5); | ||
E14 = E11; | ||
E15 = F; | ||
} | ||
} | ||
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if ((f == b)&&(f != e)) | ||
{ | ||
if ( | ||
((e == i) && ((f == c) || (e == h))) | ||
|| | ||
((e == a) && ((f == c) || (e == d))) | ||
) | ||
{ | ||
E2 = mix(E2, B, 0.5); | ||
E7 = E2; | ||
E3 = B; | ||
} | ||
} | ||
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if ((b == d)&&(b != e)) | ||
{ | ||
if ( | ||
((e == c) && ((b == a) || (e == f))) | ||
|| | ||
((e == g) && ((b == a) || (e == h))) | ||
) | ||
{ | ||
E1 = mix(E1, D, 0.5); | ||
E4 = E1; | ||
E0 = D; | ||
} | ||
} | ||
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if ((d == h)&&(d != e)) | ||
{ | ||
if ( | ||
((e == a) && ((d == g) || (e == b))) | ||
|| | ||
((e == i) && ((d == g) || (e == f))) | ||
) | ||
{ | ||
E8 = mix(E8, H, 0.5); | ||
E13 = E8; | ||
E12 = H; | ||
} | ||
} | ||
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vec3 res; | ||
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if (fp.x < 0.25) | ||
{ | ||
if (fp.y < 0.25) res = E0; | ||
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E4; | ||
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E8; | ||
else res = E12; | ||
} | ||
else if ((fp.x > 0.25) && (fp.x < 0.50)) | ||
{ | ||
if (fp.y < 0.25) res = E1; | ||
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E5; | ||
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E9; | ||
else res = E13; | ||
} | ||
else if ((fp.x > 0.50) && (fp.x < 0.75)) | ||
{ | ||
if (fp.y < 0.25) res = E2; | ||
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E6; | ||
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E10; | ||
else res = E14; | ||
} | ||
else | ||
{ | ||
if (fp.y < 0.25) res = E3; | ||
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E7; | ||
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E11; | ||
else res = E15; | ||
} | ||
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return vec4(res, 1.0); | ||
} |
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/* | ||
CRT-simple shader | ||
Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader. | ||
This program is free software; you can redistribute it and/or modify it | ||
under the terms of the GNU General Public License as published by the Free | ||
Software Foundation; either version 2 of the License, or (at your option) | ||
any later version. | ||
modified by slime73 for use with love2d and mari0 | ||
*/ | ||
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extern vec2 inputSize; | ||
extern vec2 outputSize; | ||
extern vec2 textureSize; | ||
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#define SCANLINES | ||
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// Enable screen curvature. | ||
#define CURVATURE | ||
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// Controls the intensity of the barrel distortion used to emulate the | ||
// curvature of a CRT. 0.0 is perfectly flat, 1.0 is annoyingly | ||
// distorted, higher values are increasingly ridiculous. | ||
#define distortion 0.2 | ||
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// Simulate a CRT gamma of 2.4. | ||
#define inputGamma 2.4 | ||
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// Compensate for the standard sRGB gamma of 2.2. | ||
#define outputGamma 2.2 | ||
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// Macros. | ||
#define TEX2D(c) pow(checkTexelBounds(_tex0_, (c)), vec4(inputGamma)) | ||
#define PI 3.141592653589 | ||
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vec2 bounds = vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y); | ||
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vec2 radialDistortion(vec2 coord, const vec2 ratio) | ||
{ | ||
float offsety = 1.0 - ratio.y; | ||
coord.y -= offsety; | ||
coord /= ratio; | ||
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vec2 cc = coord - 0.5; | ||
float dist = dot(cc, cc) * distortion; | ||
vec2 result = coord + cc * (1.0 + dist) * dist; | ||
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result *= ratio; | ||
result.y += offsety; | ||
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return result; | ||
} | ||
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#ifdef CURVATURE | ||
vec4 checkTexelBounds(Image texture, vec2 coords) | ||
{ | ||
vec2 ss = step(coords, vec2(bounds.x, 1.0)) * step(vec2(0.0, bounds.y), coords); | ||
return Texel(texture, coords) * ss.x * ss.y; | ||
} | ||
#else | ||
vec4 checkTexelBounds(Image texture, vec2 coords) | ||
{ | ||
return Texel(texture, coords); | ||
} | ||
#endif | ||
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/* | ||
vec4 checkTexelBounds(Image texture, vec2 coords) | ||
{ | ||
vec2 bounds = vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y); | ||
vec4 color; | ||
if (coords.x > bounds.x || coords.x < 0.0 || coords.y > 1.0 || coords.y < bounds.y) | ||
color = vec4(0.0, 0.0, 0.0, 1.0); | ||
else | ||
color = Texel(texture, coords); | ||
return color; | ||
} | ||
*/ | ||
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// Calculate the influence of a scanline on the current pixel. | ||
// | ||
// 'distance' is the distance in texture coordinates from the current | ||
// pixel to the scanline in question. | ||
// 'color' is the colour of the scanline at the horizontal location of | ||
// the current pixel. | ||
vec4 scanlineWeights(float distance, vec4 color) | ||
{ | ||
// The "width" of the scanline beam is set as 2*(1 + x^4) for | ||
// each RGB channel. | ||
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); | ||
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// The "weights" lines basically specify the formula that gives | ||
// you the profile of the beam, i.e. the intensity as | ||
// a function of distance from the vertical center of the | ||
// scanline. In this case, it is gaussian if width=2, and | ||
// becomes nongaussian for larger widths. Ideally this should | ||
// be normalized so that the integral across the beam is | ||
// independent of its width. That is, for a narrower beam | ||
// "weights" should have a higher peak at the center of the | ||
// scanline than for a wider beam. | ||
vec4 weights = vec4(distance / 0.3); | ||
return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); | ||
} | ||
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vec4 effect(vec4 vcolor, Image texture, vec2 texCoord, vec2 pixel_coords) | ||
{ | ||
vec2 one = 1.0 / textureSize; | ||
float mod_factor = texCoord.x * textureSize.x * outputSize.x / inputSize.x; | ||
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// Here's a helpful diagram to keep in mind while trying to | ||
// understand the code: | ||
// | ||
// | | | | | | ||
// ------------------------------- | ||
// | | | | | | ||
// | 01 | 11 | 21 | 31 | <-- current scanline | ||
// | | @ | | | | ||
// ------------------------------- | ||
// | | | | | | ||
// | 02 | 12 | 22 | 32 | <-- next scanline | ||
// | | | | | | ||
// ------------------------------- | ||
// | | | | | | ||
// | ||
// Each character-cell represents a pixel on the output | ||
// surface, "@" represents the current pixel (always somewhere | ||
// in the bottom half of the current scan-line, or the top-half | ||
// of the next scanline). The grid of lines represents the | ||
// edges of the texels of the underlying texture. | ||
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// Texture coordinates of the texel containing the active pixel. | ||
#ifdef CURVATURE | ||
vec2 xy = radialDistortion(texCoord, inputSize / textureSize); | ||
#else | ||
vec2 xy = texCoord; | ||
#endif | ||
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#ifdef SCANLINES | ||
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// Of all the pixels that are mapped onto the texel we are | ||
// currently rendering, which pixel are we currently rendering? | ||
vec2 ratio_scale = xy * textureSize - 0.5; | ||
vec2 uv_ratio = fract(ratio_scale); | ||
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// Snap to the center of the underlying texel. | ||
xy.y = (floor(ratio_scale.y) + 0.5) / textureSize.y; | ||
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// Calculate the effective colour of the current and next | ||
// scanlines at the horizontal location of the current pixel. | ||
vec4 col = TEX2D(xy); | ||
vec4 col2 = TEX2D(xy + vec2(0.0, one.y)); | ||
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// Calculate the influence of the current and next scanlines on | ||
// the current pixel. | ||
vec4 weights = scanlineWeights(uv_ratio.y, col); | ||
vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2); | ||
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vec4 mul_res_f = (col * weights + col2 * weights2); | ||
vec3 mul_res = mul_res_f.rgb; | ||
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#else | ||
vec3 mul_res_f = TEX2D(xy); | ||
vec3 mul_res = mul_res_f.rgb; | ||
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#endif | ||
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// dot-mask emulation: | ||
// Output pixels are alternately tinted green and magenta. | ||
vec3 dotMaskWeights = mix( | ||
vec3(1.0, 0.7, 1.0), | ||
vec3(0.7, 1.0, 0.7), | ||
floor(mod(mod_factor, 2.0)) | ||
); | ||
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mul_res *= dotMaskWeights; | ||
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return vec4(pow(mul_res, vec3(1.0 / outputGamma)), 1.0); | ||
} | ||
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