#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define MY_HIGHP_OR_MEDIUMP highp #else #define MY_HIGHP_OR_MEDIUMP mediump #endif extern MY_HIGHP_OR_MEDIUMP number time; extern MY_HIGHP_OR_MEDIUMP number spin_time; extern MY_HIGHP_OR_MEDIUMP vec4 colour_1; extern MY_HIGHP_OR_MEDIUMP vec4 colour_2; extern MY_HIGHP_OR_MEDIUMP vec4 colour_3; extern MY_HIGHP_OR_MEDIUMP number contrast; extern MY_HIGHP_OR_MEDIUMP number spin_amount; #define PIXEL_SIZE_FAC 700. #define SPIN_EASE 0.5 vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { //Convert to UV coords (0-1) and floor for pixel effect MY_HIGHP_OR_MEDIUMP number pixel_size = length(love_ScreenSize.xy)/PIXEL_SIZE_FAC; MY_HIGHP_OR_MEDIUMP vec2 uv = (floor(screen_coords.xy*(1./pixel_size))*pixel_size - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy) - vec2(0.12, 0.); MY_HIGHP_OR_MEDIUMP number uv_len = length(uv); //Adding in a center swirl, changes with time. Only applies meaningfully if the 'spin amount' is a non-zero number MY_HIGHP_OR_MEDIUMP number speed = (spin_time*SPIN_EASE*0.2) + 302.2; MY_HIGHP_OR_MEDIUMP number new_pixel_angle = (atan(uv.y, uv.x)) + speed - SPIN_EASE*20.*(1.*spin_amount*uv_len + (1. - 1.*spin_amount)); MY_HIGHP_OR_MEDIUMP vec2 mid = (love_ScreenSize.xy/length(love_ScreenSize.xy))/2.; uv = (vec2((uv_len * cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid); //Now add the paint effect to the swirled UV uv *= 30.; speed = time*(2.); MY_HIGHP_OR_MEDIUMP vec2 uv2 = vec2(uv.x+uv.y); for(int i=0; i < 5; i++) { uv2 += sin(max(uv.x, uv.y)) + uv; uv += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed)); uv -= 1.0*cos(uv.x + uv.y) - 1.0*sin(uv.x*0.711 - uv.y); } //Make the paint amount range from 0 - 2 MY_HIGHP_OR_MEDIUMP number contrast_mod = (0.25*contrast + 0.5*spin_amount + 1.2); MY_HIGHP_OR_MEDIUMP number paint_res =min(2., max(0.,length(uv)*(0.035)*contrast_mod)); MY_HIGHP_OR_MEDIUMP number c1p = max(0.,1. - contrast_mod*abs(1.-paint_res)); MY_HIGHP_OR_MEDIUMP number c2p = max(0.,1. - contrast_mod*abs(paint_res)); MY_HIGHP_OR_MEDIUMP number c3p = 1. - min(1., c1p + c2p); MY_HIGHP_OR_MEDIUMP vec4 ret_col = (0.3/contrast)*colour_1 + (1. - 0.3/contrast)*(colour_1*c1p + colour_2*c2p + vec4(c3p*colour_3.rgb, c3p*colour_1.a)); return ret_col; }