SHADER模块整理,初始化代码移至main

This commit is contained in:
MrZ626
2020-11-16 09:21:22 +08:00
parent ba486b5de7
commit f1f2eb583f
19 changed files with 55 additions and 59 deletions

View File

@@ -2,22 +2,23 @@
local gc=love.graphics
local rnd=math.random
local back={}
local shader=SHADER.aura
local t
function back.init()
t=rnd()*2600
BG.resize(SCR.w,SCR.h)
end
function back.resize(_,h)
SHADER.aura:send("w",SCR.W)
SHADER.aura:send("h",h*SCR.dpi)
shader:send("w",SCR.W)
shader:send("h",h*SCR.dpi)
end
function back.update(dt)
t=t+dt
end
function back.draw()
SHADER.aura:send("t",t)
gc.setShader(SHADER.aura)
shader:send("t",t)
gc.setShader(shader)
gc.rectangle("fill",0,0,SCR.w,SCR.h)
gc.setShader()
end

View File

@@ -2,6 +2,7 @@
local gc=love.graphics
local rnd=math.random
local back={}
local shader=SHADER.grad1
local t
function back.init()
@@ -9,14 +10,14 @@ function back.init()
BG.resize()
end
function back.resize()
SHADER.gradient1:send("w",SCR.W)
shader:send("w",SCR.W)
end
function back.update(dt)
t=t+dt
end
function back.draw()
SHADER.gradient1:send("t",t)
gc.setShader(SHADER.gradient1)
shader:send("t",t)
gc.setShader(shader)
gc.rectangle("fill",0,0,SCR.w,SCR.h)
gc.setShader()
end

View File

@@ -2,6 +2,7 @@
local gc=love.graphics
local rnd=math.random
local back={}
local shader=SHADER.grad2
local t
function back.init()
@@ -9,14 +10,14 @@ function back.init()
BG.resize(nil,SCR.h)
end
function back.resize(_,h)
SHADER.gradient2:send("h",h*SCR.dpi)
shader:send("h",h*SCR.dpi)
end
function back.update(dt)
t=t+dt
end
function back.draw()
SHADER.gradient2:send("t",t)
gc.setShader(SHADER.gradient2)
shader:send("t",t)
gc.setShader(shader)
gc.rectangle("fill",0,0,SCR.w,SCR.h)
gc.setShader()
end

View File

@@ -2,6 +2,7 @@
local gc=love.graphics
local rnd=math.random
local back={}
local shader=SHADER.rgb1
local t
function back.init()
@@ -9,15 +10,15 @@ function back.init()
BG.resize(SCR.w,SCR.h)
end
function back.resize(_,h)
SHADER.rgb1:send("w",SCR.W)
SHADER.rgb1:send("h",h*SCR.dpi)
shader:send("w",SCR.W)
shader:send("h",h*SCR.dpi)
end
function back.update(dt)
t=t+dt
end
function back.draw()
SHADER.rgb1:send("t",t)
gc.setShader(SHADER.rgb1)
shader:send("t",t)
gc.setShader(shader)
gc.rectangle("fill",0,0,SCR.w,SCR.h)
gc.setShader()
end

View File

@@ -2,6 +2,7 @@
local gc=love.graphics
local rnd=math.random
local back={}
local shader=SHADER.rgb2
local t
function back.init()
@@ -9,15 +10,15 @@ function back.init()
BG.resize(SCR.w,SCR.h)
end
function back.resize(_,h)
SHADER.rgb2:send("w",SCR.W)
SHADER.rgb2:send("h",h*SCR.dpi)
shader:send("w",SCR.W)
shader:send("h",h*SCR.dpi)
end
function back.update(dt)
t=t+dt
end
function back.draw()
SHADER.rgb2:send("t",t)
gc.setShader(SHADER.rgb2)
shader:send("t",t)
gc.setShader(shader)
gc.rectangle("fill",0,0,SCR.w,SCR.h)
gc.setShader()
end

4
parts/shaders/alpha.glsl Normal file
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@@ -0,0 +1,4 @@
extern float a;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
return vec4(1.,1.,1.,sign(Texel(text,pos).a)*a);
}

42
parts/shaders/aura.glsl Normal file
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@@ -0,0 +1,42 @@
#define PI 3.1415926535897932384626
extern float w,h;
extern float t;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/w;
float y=scr_pos.y/h;
float dx,dy;
vec3 V=vec3(0.);
dx=0.5+cos(t*3.*0.26)*0.4-x;
dy=0.5-sin(t*3.*0.62)*0.4-y;
dx=sqrt(dx*dx+dy*dy);
V.r=V.r+smoothstep(1.26,0.,dx);
dx=(0.5+cos(t*3.*0.32)*0.4)-x;
dy=(0.5-sin(t*3.*0.80)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.g=V.g+smoothstep(1.26,0.,dx);
dx=(0.5-cos(t*3.*0.49)*0.4)-x;
dy=(0.5+sin(t*3.*0.18)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.b=V.b+smoothstep(1.26,0.,dx);
dx=(0.5+cos(t*0.53)*0.4)-x;
dy=(0.5-sin(t*0.46)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.rg+=vec2(smoothstep(0.626,0.,dx));
dx=(0.5+cos(t*0.98)*0.4)-x;
dy=(0.5+sin(t*0.57)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.rb+=vec2(smoothstep(0.626,0.,dx));
dx=(0.5-cos(t*0.86)*0.4)-x;
dy=(0.5-sin(t*0.32)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.gb+=vec2(smoothstep(0.626,0.,dx));
dx=1.626*max(max(V.r,V.g),V.b);
return vec4(V/dx,1.);
}

10
parts/shaders/grad1.glsl Normal file
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@@ -0,0 +1,10 @@
extern float t,w;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/w;
return vec4(
.8-x*.6,
.3+.2*sin(t),
.15+x*.7,
1.
);
}

10
parts/shaders/grad2.glsl Normal file
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@@ -0,0 +1,10 @@
extern float t,h;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float y=scr_pos.y/h;
return vec4(
.8-y*.6,
.2+y*.4,
.3+.1*sin(t),
1.
);
}

11
parts/shaders/rgb1.glsl Normal file
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@@ -0,0 +1,11 @@
extern float t,w,h;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/w;
float y=scr_pos.y/h;
return vec4(
.8-y*.7+.2*sin(t/6.26),
.2+y*.5+.15*sin(t/4.),
.2+x*.6-.1*sin(t/2.83),
1.
);
}

11
parts/shaders/rgb2.glsl Normal file
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@@ -0,0 +1,11 @@
extern float t,w,h;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/w;
float y=scr_pos.y/h;
return vec4(
.8-y*.8-.1*sin(t/6.26),
.4+.1*sin(t/4.)*(y+2.)/(y+5.),
abs(.7-x*1.4+y*.5*sin(t/16.)),
1.
);
}

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@@ -0,0 +1,8 @@
extern float w,h;
extern float level;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float dx=abs(scr_pos.x/w-0.5);
float dy=abs(scr_pos.y/h-0.5);
float a=(max(dx*2.6,dy*1.8)-.626)*level;
return vec4(1.,0.,0.,a);
}