#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 vec2 foil; extern MY_HIGHP_OR_MEDIUMP number dissolve; extern MY_HIGHP_OR_MEDIUMP number time; extern MY_HIGHP_OR_MEDIUMP vec4 texture_details; extern MY_HIGHP_OR_MEDIUMP vec2 image_details; extern bool shadow; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2; vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv) { if (dissolve < 0.001) { return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a); } float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values float t = time * 10.0 + 2003.; vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); float field = (1.+ ( cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; vec2 borders = vec2(0.2, 0.8); float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { tex.rgba = burn_colour_1.rgba; } else if (burn_colour_2.a > 0.01) { tex.rgba = burn_colour_2.rgba; } } return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0); } number hue(number s, number t, number h) { number hs = mod(h, 1.)*6.; if (hs < 1.) return (t-s) * hs + s; if (hs < 3.) return t; if (hs < 4.) return (t-s) * (4.-hs) + s; return s; } vec4 RGB(vec4 c) { if (c.y < 0.0001) return vec4(vec3(c.z), c.a); number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); number s = 2.0 * c.z - t; return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); } vec4 HSL(vec4 c) { number low = min(c.r, min(c.g, c.b)); number high = max(c.r, max(c.g, c.b)); number delta = high - low; number sum = high+low; vec4 hsl = vec4(.0, .0, .5 * sum, c.a); if (delta == .0) return hsl; hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); if (high == c.r) hsl.x = (c.g - c.b) / delta; else if (high == c.g) hsl.x = (c.b - c.r) / delta + 2.0; else hsl.x = (c.r - c.g) / delta + 4.0; hsl.x = mod(hsl.x / 6., 1.); return hsl; } vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { vec4 tex = Texel( texture, texture_coords); vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; vec2 adjusted_uv = uv - vec2(0.5, 0.5); adjusted_uv.x = adjusted_uv.x*texture_details.b/texture_details.a; number low = min(tex.r, min(tex.g, tex.b)); number high = max(tex.r, max(tex.g, tex.b)); number delta = min(high, max(0.5, 1. - low)); number fac = max(min(2.*sin((length(90.*adjusted_uv) + foil.r*2.) + 3.*(1.+0.8*cos(length(113.1121*adjusted_uv) - foil.r*3.121))) - 1. - max(5.-length(90.*adjusted_uv), 0.), 1.), 0.); vec2 rotater = vec2(cos(foil.r*0.1221), sin(foil.r*0.3512)); number angle = dot(rotater, adjusted_uv)/(length(rotater)*length(adjusted_uv)); number fac2 = max(min(5.*cos(foil.g*0.3 + angle*3.14*(2.2+0.9*sin(foil.r*1.65 + 0.2*foil.g))) - 4. - max(2.-length(20.*adjusted_uv), 0.), 1.), 0.); number fac3 = 0.3*max(min(2.*sin(foil.r*5. + uv.x*3. + 3.*(1.+0.5*cos(foil.r*7.))) - 1., 1.), -1.); number fac4 = 0.3*max(min(2.*sin(foil.r*6.66 + uv.y*3.8 + 3.*(1.+0.5*cos(foil.r*3.414))) - 1., 1.), -1.); number maxfac = max(max(fac, max(fac2, max(fac3, max(fac4, 0.0)))) + 2.2*(fac+fac2+fac3+fac4), 0.); tex.r = tex.r-delta + delta*maxfac*0.3; tex.g = tex.g-delta + delta*maxfac*0.3; tex.b = tex.b + delta*maxfac*1.9; tex.a = min(tex.a, 0.3*tex.a + 0.9*min(0.5, maxfac*0.1)); return dissolve_mask(tex, texture_coords, uv); } extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos; extern MY_HIGHP_OR_MEDIUMP float hovering; extern MY_HIGHP_OR_MEDIUMP float screen_scale; #ifdef VERTEX vec4 position( mat4 transform_projection, vec4 vertex_position ) { if (hovering <= 0.){ return transform_projection * vertex_position; } float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); return transform_projection * vertex_position + vec4(0,0,0,scale); } #endif