ashton 0.0.1alpha → 0.0.2alpha
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- data/LICENSE +21 -21
- data/README.md +95 -68
- data/Rakefile +41 -23
- data/examples/bloom_example.rb +59 -0
- data/examples/lighting_example.rb +127 -0
- data/examples/media/SmallStar.png +0 -0
- data/examples/media/Starfighter.png +0 -0
- data/examples/media/simple.png +0 -0
- data/examples/noise_example.rb +94 -0
- data/examples/outline_example.rb +86 -0
- data/examples/particle_emitter_example.rb +114 -0
- data/examples/pixelate_example.rb +51 -49
- data/examples/pixelated_texture_example.rb +69 -0
- data/examples/radial_blur_example.rb +60 -62
- data/examples/shader_image_example.rb +74 -41
- data/examples/{shockwave2_example.rb → shockwave_example.rb} +74 -75
- data/examples/stencil_shader_example.rb +104 -0
- data/examples/{framebuffer_example.rb → texture_render_example.rb} +53 -49
- data/examples/{tv_screen_and_noise_example.rb → tv_screen_and_static_example.rb} +59 -59
- data/ext/ashton/GLee.c +18170 -0
- data/ext/ashton/GLee.h +17647 -0
- data/ext/ashton/ashton.c +42 -0
- data/ext/ashton/ashton.h +31 -0
- data/ext/ashton/color.c +45 -0
- data/ext/ashton/color.h +25 -0
- data/ext/ashton/common.h +41 -0
- data/ext/ashton/extconf.rb +42 -0
- data/ext/ashton/fast_math.c +30 -0
- data/ext/ashton/fast_math.h +30 -0
- data/ext/ashton/font.c +8 -0
- data/ext/ashton/font.h +16 -0
- data/ext/ashton/gosu.c +18 -0
- data/ext/ashton/gosu.h +19 -0
- data/ext/ashton/image.c +8 -0
- data/ext/ashton/image.h +16 -0
- data/ext/ashton/particle_emitter.c +788 -0
- data/ext/ashton/particle_emitter.h +171 -0
- data/ext/ashton/pixel_cache.c +237 -0
- data/ext/ashton/pixel_cache.h +58 -0
- data/ext/ashton/shader.c +9 -0
- data/ext/ashton/shader.h +16 -0
- data/ext/ashton/texture.c +442 -0
- data/ext/ashton/texture.h +63 -0
- data/ext/ashton/window.c +8 -0
- data/ext/ashton/window.h +16 -0
- data/lib/ashton.rb +38 -26
- data/lib/ashton/1.9/ashton.so +0 -0
- data/lib/ashton/gosu_ext/color.rb +24 -11
- data/lib/ashton/gosu_ext/font.rb +58 -0
- data/lib/ashton/gosu_ext/gosu_module.rb +16 -0
- data/lib/ashton/gosu_ext/image.rb +95 -31
- data/lib/ashton/gosu_ext/window.rb +78 -35
- data/lib/ashton/image_stub.rb +32 -36
- data/lib/ashton/lighting/light_source.rb +146 -0
- data/lib/ashton/lighting/manager.rb +98 -0
- data/lib/ashton/mixins/version_checking.rb +23 -0
- data/lib/ashton/particle_emitter.rb +87 -0
- data/lib/ashton/pixel_cache.rb +24 -0
- data/lib/ashton/shader.rb +353 -35
- data/lib/ashton/shaders/bloom.frag +41 -0
- data/lib/ashton/shaders/color_inversion.frag +11 -0
- data/lib/ashton/{post_process → shaders}/contrast.frag +16 -16
- data/lib/ashton/{shader → shaders}/default.frag +22 -19
- data/lib/ashton/{shader → shaders}/default.vert +13 -13
- data/lib/ashton/shaders/fade.frag +14 -0
- data/lib/ashton/shaders/grayscale.frag +15 -0
- data/lib/ashton/shaders/include/classicnoise2d.glsl +113 -0
- data/lib/ashton/shaders/include/classicnoise3d.glsl +177 -0
- data/lib/ashton/shaders/include/classicnoise4d.glsl +302 -0
- data/lib/ashton/{include/simplex.glsl → shaders/include/noise2d.glsl} +70 -63
- data/lib/ashton/shaders/include/noise3d.glsl +102 -0
- data/lib/ashton/shaders/include/noise4d.glsl +128 -0
- data/lib/ashton/shaders/include/rand.glsl +5 -0
- data/lib/ashton/shaders/lighting/distort.frag +57 -0
- data/lib/ashton/shaders/lighting/draw_shadows.frag +60 -0
- data/lib/ashton/shaders/lighting/shadow_blur.frag +60 -0
- data/lib/ashton/shaders/mezzotint.frag +22 -0
- data/lib/ashton/shaders/multitexture2.vert +19 -0
- data/lib/ashton/shaders/outline.frag +45 -0
- data/lib/ashton/{post_process → shaders}/pixelate.frag +48 -48
- data/lib/ashton/shaders/radial_blur.frag +63 -0
- data/lib/ashton/shaders/sepia.frag +26 -0
- data/lib/ashton/{post_process/shockwave2.frag → shaders/shockwave.frag} +38 -35
- data/lib/ashton/shaders/signed_distance_field.frag +80 -0
- data/lib/ashton/{post_process/noise.frag → shaders/static.frag} +25 -27
- data/lib/ashton/shaders/stencil.frag +27 -0
- data/lib/ashton/shaders/tv_screen.frag +23 -0
- data/lib/ashton/signed_distance_field.rb +151 -0
- data/lib/ashton/texture.rb +186 -0
- data/lib/ashton/version.rb +2 -2
- data/lib/ashton/window_buffer.rb +16 -0
- data/spec/ashton/ashton_spec.rb +22 -0
- data/spec/ashton/gosu_ext/color_spec.rb +34 -0
- data/spec/ashton/gosu_ext/font_spec.rb +57 -0
- data/spec/ashton/gosu_ext/gosu_spec.rb +11 -0
- data/spec/ashton/gosu_ext/image_spec.rb +66 -0
- data/spec/ashton/gosu_ext/window_spec.rb +71 -0
- data/spec/ashton/image_stub_spec.rb +46 -0
- data/spec/ashton/particle_emitter_spec.rb +123 -0
- data/spec/ashton/pixel_cache_spec.rb +153 -0
- data/spec/ashton/shader_spec.rb +152 -0
- data/spec/ashton/signed_distance_field_spec.rb +163 -0
- data/spec/ashton/texture_spec.rb +347 -0
- data/spec/helper.rb +12 -0
- metadata +159 -28
- data/examples/output/README.txt +0 -1
- data/lib/ashton/base_shader.rb +0 -172
- data/lib/ashton/framebuffer.rb +0 -183
- data/lib/ashton/post_process.rb +0 -83
- data/lib/ashton/post_process/default.vert +0 -9
- data/lib/ashton/post_process/fade.frag +0 -11
- data/lib/ashton/post_process/mezzotint.frag +0 -24
- data/lib/ashton/post_process/radial_blur.frag +0 -31
- data/lib/ashton/post_process/sepia.frag +0 -19
- data/lib/ashton/post_process/shockwave.frag +0 -40
- data/lib/ashton/post_process/tv_screen.frag +0 -32
data/lib/ashton/shader.rb
CHANGED
@@ -1,62 +1,380 @@
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-
require "ashton/base_shader"
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-
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1
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module Ashton
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class Shader
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-
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class Shader
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include Mixins::VersionChecking
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INVALID_LOCATION = -1
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MIN_OPENGL_VERSION = 2.0 # For GLSL 1.10
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INCLUDE_PATH = File.expand_path "../shaders/include", __FILE__
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BUILT_IN_SHADER_PATH = File.expand_path "../shaders", __FILE__
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FRAGMENT_EXTENSION = ".frag"
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VERTEX_EXTENSION = ".vert"
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# List of built-in functions.
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BUILT_IN_FUNCTIONS = Dir[File.join(INCLUDE_PATH, "*.glsl")].map do |filename|
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filename =~ /(\w+)\.glsl/
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$1.to_sym
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end
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-
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attr_reader :vertex_source, :fragment_source
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# Is the shader currently in use?
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def enabled?; !!@previous_program end
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# Is this the currently activated shader program?
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def current?; glGetIntegerv(GL_CURRENT_PROGRAM) == @program end
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# Instead of passing in source code, a file-name will be loaded or use a symbol to choose a built-in shader.
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#
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# `#include` will be recursively replaced in the source.
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#
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#
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#
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#
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# @option options [String] :
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# * `#include <noise>` will load the built-in shader function, shaders/include/noise.glsl
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# * `#include "/home/spooner/noise.glsl"` will include that file, relative to the current working directory, NOT the source file.
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#
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# @option options :vertex [String, Symbol] (:default) Source code for vertex shader.
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# @option options :vert [String, Symbol] (:default) Equivalent to :vertex
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# @option options :fragment [String, Symbol] (:default) Source code for fragment shader.
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# @option options :frag [String, Symbol] (:default) Equivalent to :fragment
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# @option options :uniforms [Hash] Sets uniforms, as though calling shader[key] = value for each entry (but faster).
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def initialize(options = {})
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-
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check_opengl_version MIN_OPENGL_VERSION
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40
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-
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vertex = options[:vertex] || options[:vert] || :default
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fragment = options[:fragment] || options[:frag] || :default
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@vertex_source = process_source vertex, VERTEX_EXTENSION
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@fragment_source = process_source fragment, FRAGMENT_EXTENSION
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@uniform_locations = {}
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@attribute_locations = {}
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@program = nil
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@image = nil
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@color = [1, 1, 1, 1]
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# Actually compile and link.
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@vertex = compile GL_VERTEX_SHADER, @vertex_source
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@fragment = compile GL_FRAGMENT_SHADER, @fragment_source
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link
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+
|
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# In case we are using '#version 130' or higher, set out own color output.
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begin
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glBindFragDataLocationEXT @program, 0, "out_FragColor"
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rescue NotImplementedError
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# Might fail on an old system, but they will be fine just running GLSL 1.10 or 1.20
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end
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+
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65
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enable do
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# GL_TEXTURE0 will be activated later. This is the main image texture.
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set_uniform uniform_location("in_Texture", required: false), 0
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+
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# For multi-textured shaders, we use in_Texture<NUM> instead.
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set_uniform uniform_location("in_Texture0", required: false), 0
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set_uniform uniform_location("in_Texture1", required: false), 1
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+
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# These are optional, and can be used to check pixel size.
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set_uniform uniform_location("in_WindowWidth", required: false), $window.width
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set_uniform uniform_location("in_WindowHeight", required: false), $window.height
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# Set uniform values with :uniforms hash.
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if options.has_key? :uniforms
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options[:uniforms].each_pair do |uniform, value|
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self[uniform] = value
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end
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end
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end
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end
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85
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-
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-
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-
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-
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-
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86
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protected
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# Converts :frog_head to "in_FrogHead"
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def uniform_name_from_symbol(uniform)
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"in_#{uniform.to_s.split("_").map(&:capitalize).join}"
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end
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public
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# Creates a copy of the shader program, recompiling the source,
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# but not preserving the uniform values.
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def dup
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self.class.new :vertex => @vertex_source, :fragment => @fragment_source
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end
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public
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# Make this the current shader program. Use with a block or, alternatively, use #enable and #disable separately.
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def enable(z = nil)
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$window.gl z do
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raise ShaderError, "This shader already enabled." if enabled?
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current_shader = glGetIntegerv GL_CURRENT_PROGRAM
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raise ShaderError, "Another shader already enabled." if current_shader > 0
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@previous_program = current_shader
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glUseProgram @program
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end
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result = nil
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if block_given?
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begin
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result = yield self
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ensure
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disable z
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end
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end
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result
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end
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# Disable the shader program. Only required if using #enable without a block.
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def disable(z = nil)
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$window.gl z do
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raise ShaderError, "Shader not enabled." unless enabled?
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glUseProgram @previous_program # Disable the shader!
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@previous_program = nil
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end
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nil
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end
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public
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# Allow
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# `shader.blob_frequency = 5`
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# to map to
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# `shader["in_BlobFrequency"] = 5`
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# TODO: define specific methods at compile time, based on parsing the source?
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def method_missing(meth, *args, &block)
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if args.size == 1 and meth =~ /^(.+)=$/
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self[$1.to_sym] = args[0]
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else
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super meth, *args, &block
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end
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end
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public
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# Set the value of a uniform.
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#
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# @param uniform [String, Symbol] If a Symbol, :frog_paste is looked up as "in_FrogPaste", otherwise the Sting is used directly.
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# @param value [Any] Value to set the uniform to
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#
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# @raise ShaderUniformError unless requested uniform is defined in vertex or fragment shaders.
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def []=(uniform, value)
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uniform = uniform_name_from_symbol(uniform) if uniform.is_a? Symbol
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+
|
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# Ensure that the program is current before setting values.
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needs_use = !current?
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enable if needs_use
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set_uniform uniform_location(uniform), value
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disable if needs_use
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value
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end
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+
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protected
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# Set uniform without trying to force use of the program.
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def set_uniform(location, value)
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raise ShaderUniformError, "Shader uniform #{location.inspect} could not be set, since shader is not current" unless current?
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+
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return if location == INVALID_LOCATION # Not for end-users :)
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+
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case value
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when true, GL_TRUE
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glUniform1i location, 1
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when false, GL_FALSE
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glUniform1i location, 0
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+
|
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when Float
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begin
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-
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184
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glUniform1f location, value
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rescue
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glUniform1i location, value.to_i
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187
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end
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188
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+
|
189
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when Integer
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begin
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191
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glUniform1i location, value
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rescue
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glUniform1f location, value.to_f
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end
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195
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+
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when Gosu::Color
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glUniform4f location, *value.to_opengl
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when Array
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size = value.size
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201
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+
|
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raise ArgumentError, "Empty array not supported for uniform data" if size.zero?
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raise ArgumentError, "Only support uniforms up to 4 elements" if size > 4
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+
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case value[0]
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when Float
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begin
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GL.send "glUniform#{size}f", location, *value.map(&:to_f)
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rescue
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GL.send "glUniform#{size}i", location, *value.map(&:to_i)
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end
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+
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when Integer
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begin
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GL.send "glUniform#{size}i", location, *value.map(&:to_i)
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rescue
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GL.send "glUniform#{size}f", location, *value.map(&:to_f)
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+
end
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+
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else
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raise ArgumentError, "Uniform data type not supported for element of type: #{value[0].class}"
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+
end
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223
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+
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else
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raise ArgumentError, "Uniform data type not supported for type: #{value.class}"
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+
end
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+
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value
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end
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protected
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232
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def uniform_location(name, options = {})
|
233
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options = {
|
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required: true
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}.merge! options
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236
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+
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location = @uniform_locations[name]
|
238
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+
if location
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239
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location
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240
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else
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241
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location = glGetUniformLocation @program, name.to_s
|
242
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+
if options[:required] && location == INVALID_LOCATION
|
243
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raise ShaderUniformError, "No #{name.inspect} uniform specified in program"
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47
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end
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245
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@uniform_locations[name] = location
|
48
246
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end
|
247
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+
end
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248
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+
|
249
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+
public
|
250
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+
def image=(image)
|
251
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+
raise ShaderError, "Can't set image unless using shader" unless current?
|
252
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+
|
253
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+
if image
|
254
|
+
info = image.gl_tex_info
|
255
|
+
|
256
|
+
glActiveTexture GL_TEXTURE0
|
257
|
+
glBindTexture GL_TEXTURE_2D, info.tex_name
|
258
|
+
end
|
259
|
+
|
260
|
+
set_uniform uniform_location("in_TextureEnabled", required: false), !!image
|
49
261
|
|
50
262
|
@image = image
|
51
263
|
end
|
52
264
|
|
265
|
+
public
|
53
266
|
def color=(color)
|
54
|
-
|
267
|
+
opengl_color = case color
|
268
|
+
when Gosu::Color
|
269
|
+
color.to_opengl
|
270
|
+
when Integer
|
271
|
+
Gosu::Color.new(color).to_opengl
|
272
|
+
when Array
|
273
|
+
color
|
274
|
+
else
|
275
|
+
raise TypeError, "Expected Gosu::Color, Integer or opengl float array for color"
|
276
|
+
end
|
55
277
|
|
56
|
-
|
278
|
+
needs_use = !current?
|
279
|
+
enable if needs_use
|
280
|
+
location = glGetAttribLocation @program, "in_Color"
|
281
|
+
glVertexAttrib4f location, *opengl_color unless location == INVALID_LOCATION
|
282
|
+
disable if needs_use
|
57
283
|
|
58
|
-
glVertexAttrib4f attribute("in_Color"), *opengl_color
|
59
284
|
@color = opengl_color
|
60
285
|
end
|
286
|
+
|
287
|
+
protected
|
288
|
+
def attribute(name)
|
289
|
+
location = @attribute_locations[name]
|
290
|
+
if location
|
291
|
+
location
|
292
|
+
else
|
293
|
+
location = glGetAttribLocation @program, name.to_s
|
294
|
+
raise ShaderAttributeError, "No #{name} attribute specified in program" if location == INVALID_LOCATION
|
295
|
+
@attribute_locations[name] = location
|
296
|
+
end
|
297
|
+
end
|
298
|
+
|
299
|
+
protected
|
300
|
+
def compile(type, source)
|
301
|
+
shader = glCreateShader type
|
302
|
+
glShaderSource shader, source
|
303
|
+
glCompileShader shader
|
304
|
+
|
305
|
+
unless glGetShaderiv shader, GL_COMPILE_STATUS
|
306
|
+
error = glGetShaderInfoLog shader
|
307
|
+
error_lines = error.scan(/0\((\d+)\)+/m).map {|num| num.first.to_i }.uniq
|
308
|
+
|
309
|
+
if type == GL_VERTEX_SHADER
|
310
|
+
type_name = "Vertex"
|
311
|
+
source = @vertex_source
|
312
|
+
else
|
313
|
+
type_name = "Fragment"
|
314
|
+
source = @fragment_source
|
315
|
+
end
|
316
|
+
|
317
|
+
source_lines = source.split("\n")
|
318
|
+
lines = error_lines.map {|i| "#{i.to_s.rjust 3}: #{source_lines[i - 1].rstrip}" }.join "\n"
|
319
|
+
raise ShaderCompileError, "#{type_name} shader error: #{glGetShaderInfoLog(shader)}\n#{lines}"
|
320
|
+
end
|
321
|
+
|
322
|
+
shader
|
323
|
+
end
|
324
|
+
|
325
|
+
protected
|
326
|
+
def link
|
327
|
+
@program = glCreateProgram
|
328
|
+
glAttachShader @program, @vertex
|
329
|
+
glAttachShader @program, @fragment
|
330
|
+
glLinkProgram @program
|
331
|
+
|
332
|
+
unless glGetProgramiv @program, GL_LINK_STATUS
|
333
|
+
raise ShaderLinkError, "Shader link error: #{glGetProgramInfoLog(@program)}"
|
334
|
+
end
|
335
|
+
|
336
|
+
nil
|
337
|
+
end
|
338
|
+
|
339
|
+
protected
|
340
|
+
# Symbol => load a built-in
|
341
|
+
# Filename => load file
|
342
|
+
# Source => use directly.
|
343
|
+
#
|
344
|
+
# Also recursively replaces #include
|
345
|
+
# TODO: What about line numbers getting messed up by #include?
|
346
|
+
def process_source(shader, extension)
|
347
|
+
source = if shader.is_a? Symbol
|
348
|
+
file = File.expand_path "#{shader}#{extension}", BUILT_IN_SHADER_PATH
|
349
|
+
unless File.exists? file
|
350
|
+
raise ShaderLoadError, "Failed to load built-in shader: #{shader.inspect}"
|
351
|
+
end
|
352
|
+
File.read file
|
353
|
+
|
354
|
+
elsif File.exists? shader
|
355
|
+
File.read shader
|
356
|
+
else
|
357
|
+
shader
|
358
|
+
end
|
359
|
+
|
360
|
+
replace_include source
|
361
|
+
end
|
362
|
+
|
363
|
+
protected
|
364
|
+
# Recursively replace #include.
|
365
|
+
#
|
366
|
+
# * Replace '#include <rand>' with the contents of include/rand.glsl
|
367
|
+
# * Replace '#include "/home/spooner/my_shader_functions/frog.glsl"' with the contents of that file.
|
368
|
+
#
|
369
|
+
# @return [String] Source code that has been expanded.
|
370
|
+
def replace_include(source)
|
371
|
+
source.gsub! /^#include\s+<([^>]*)>/ do
|
372
|
+
replace_include File.read(File.expand_path("#{$1}.glsl", INCLUDE_PATH))
|
373
|
+
end
|
374
|
+
|
375
|
+
source.gsub /^#include\s+"([^"]*)"/ do
|
376
|
+
replace_include File.read($1)
|
377
|
+
end
|
378
|
+
end
|
61
379
|
end
|
62
380
|
end
|
@@ -0,0 +1,41 @@
|
|
1
|
+
#version 110
|
2
|
+
|
3
|
+
// Bloom filter
|
4
|
+
// http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
|
5
|
+
//
|
6
|
+
// Spooner: Added uniforms for setting bloom intensity.
|
7
|
+
|
8
|
+
uniform sampler2D in_Texture; // Original in_Texture.
|
9
|
+
varying vec2 var_TexCoord; // Pixel to process on this pass
|
10
|
+
|
11
|
+
uniform float in_GlareSize; // 0.004 is good
|
12
|
+
uniform float in_Power; // 0.25 is good
|
13
|
+
|
14
|
+
void main()
|
15
|
+
{
|
16
|
+
vec4 sum = vec4(0);
|
17
|
+
int i, j;
|
18
|
+
|
19
|
+
for(i = -4; i < 4; i++)
|
20
|
+
{
|
21
|
+
for (j = -3; j < 3; j++)
|
22
|
+
{
|
23
|
+
sum += texture2D(in_Texture, var_TexCoord + vec2(j, i) * in_GlareSize) * in_Power;
|
24
|
+
}
|
25
|
+
}
|
26
|
+
|
27
|
+
vec4 base_color = texture2D(in_Texture, var_TexCoord);
|
28
|
+
|
29
|
+
if (base_color.r < 0.3)
|
30
|
+
{
|
31
|
+
gl_FragColor = sum * sum * 0.012 + base_color;
|
32
|
+
}
|
33
|
+
else if(base_color.r < 0.5)
|
34
|
+
{
|
35
|
+
gl_FragColor = sum * sum * 0.009 + base_color;
|
36
|
+
}
|
37
|
+
else
|
38
|
+
{
|
39
|
+
gl_FragColor = sum * sum * 0.0075 + base_color;
|
40
|
+
}
|
41
|
+
}
|