danabr75-ashton 0.1.5

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Files changed (111) hide show
  1. checksums.yaml +7 -0
  2. data/CHANGELOG +0 -0
  3. data/LICENSE +21 -0
  4. data/README.md +95 -0
  5. data/Rakefile +42 -0
  6. data/examples/bloom_example.rb +59 -0
  7. data/examples/lighting_example.rb +127 -0
  8. data/examples/media/Earth.png +0 -0
  9. data/examples/media/LargeStar.png +0 -0
  10. data/examples/media/SmallStar.png +0 -0
  11. data/examples/media/Star.png +0 -0
  12. data/examples/media/Starfighter.bmp +0 -0
  13. data/examples/media/Starfighter.png +0 -0
  14. data/examples/media/simple.png +0 -0
  15. data/examples/noise_example.rb +94 -0
  16. data/examples/outline_example.rb +86 -0
  17. data/examples/particle_emitter_example.rb +114 -0
  18. data/examples/pixelate_example.rb +52 -0
  19. data/examples/pixelated_texture_example.rb +69 -0
  20. data/examples/radial_blur_example.rb +61 -0
  21. data/examples/shader_image_example.rb +75 -0
  22. data/examples/shockwave_example.rb +75 -0
  23. data/examples/stencil_shader_example.rb +104 -0
  24. data/examples/texture_render_example.rb +54 -0
  25. data/examples/tv_screen_and_static_example.rb +60 -0
  26. data/ext/ashton/GLee.c +18170 -0
  27. data/ext/ashton/GLee.h +17648 -0
  28. data/ext/ashton/ashton.c +42 -0
  29. data/ext/ashton/ashton.h +31 -0
  30. data/ext/ashton/color.c +45 -0
  31. data/ext/ashton/color.h +25 -0
  32. data/ext/ashton/common.h +41 -0
  33. data/ext/ashton/extconf.rb +45 -0
  34. data/ext/ashton/fast_math.c +30 -0
  35. data/ext/ashton/fast_math.h +30 -0
  36. data/ext/ashton/font.c +8 -0
  37. data/ext/ashton/font.h +16 -0
  38. data/ext/ashton/gosu.c +18 -0
  39. data/ext/ashton/gosu.h +19 -0
  40. data/ext/ashton/image.c +8 -0
  41. data/ext/ashton/image.h +16 -0
  42. data/ext/ashton/particle_emitter.c +788 -0
  43. data/ext/ashton/particle_emitter.h +171 -0
  44. data/ext/ashton/pixel_cache.c +237 -0
  45. data/ext/ashton/pixel_cache.h +58 -0
  46. data/ext/ashton/shader.c +9 -0
  47. data/ext/ashton/shader.h +16 -0
  48. data/ext/ashton/texture.c +442 -0
  49. data/ext/ashton/texture.h +63 -0
  50. data/ext/ashton/vendor/gl/include/GL/GL.H +1526 -0
  51. data/ext/ashton/window.c +8 -0
  52. data/ext/ashton/window.h +16 -0
  53. data/lib/ashton.rb +38 -0
  54. data/lib/ashton/gosu_ext/color.rb +25 -0
  55. data/lib/ashton/gosu_ext/font.rb +58 -0
  56. data/lib/ashton/gosu_ext/gosu_module.rb +16 -0
  57. data/lib/ashton/gosu_ext/image.rb +96 -0
  58. data/lib/ashton/gosu_ext/window.rb +79 -0
  59. data/lib/ashton/image_stub.rb +33 -0
  60. data/lib/ashton/lighting/light_source.rb +146 -0
  61. data/lib/ashton/lighting/manager.rb +98 -0
  62. data/lib/ashton/mixins/version_checking.rb +23 -0
  63. data/lib/ashton/particle_emitter.rb +87 -0
  64. data/lib/ashton/pixel_cache.rb +24 -0
  65. data/lib/ashton/shader.rb +386 -0
  66. data/lib/ashton/shaders/bloom.frag +41 -0
  67. data/lib/ashton/shaders/color_inversion.frag +11 -0
  68. data/lib/ashton/shaders/contrast.frag +16 -0
  69. data/lib/ashton/shaders/default.frag +22 -0
  70. data/lib/ashton/shaders/default.vert +14 -0
  71. data/lib/ashton/shaders/fade.frag +14 -0
  72. data/lib/ashton/shaders/grayscale.frag +15 -0
  73. data/lib/ashton/shaders/include/classicnoise2d.glsl +113 -0
  74. data/lib/ashton/shaders/include/classicnoise3d.glsl +177 -0
  75. data/lib/ashton/shaders/include/classicnoise4d.glsl +302 -0
  76. data/lib/ashton/shaders/include/noise2d.glsl +70 -0
  77. data/lib/ashton/shaders/include/noise3d.glsl +102 -0
  78. data/lib/ashton/shaders/include/noise4d.glsl +128 -0
  79. data/lib/ashton/shaders/include/rand.glsl +5 -0
  80. data/lib/ashton/shaders/lighting/distort.frag +57 -0
  81. data/lib/ashton/shaders/lighting/draw_shadows.frag +60 -0
  82. data/lib/ashton/shaders/lighting/shadow_blur.frag +60 -0
  83. data/lib/ashton/shaders/mezzotint.frag +22 -0
  84. data/lib/ashton/shaders/multitexture2.vert +19 -0
  85. data/lib/ashton/shaders/outline.frag +45 -0
  86. data/lib/ashton/shaders/pixelate.frag +48 -0
  87. data/lib/ashton/shaders/radial_blur.frag +63 -0
  88. data/lib/ashton/shaders/sepia.frag +26 -0
  89. data/lib/ashton/shaders/shockwave.frag +38 -0
  90. data/lib/ashton/shaders/signed_distance_field.frag +80 -0
  91. data/lib/ashton/shaders/static.frag +25 -0
  92. data/lib/ashton/shaders/stencil.frag +27 -0
  93. data/lib/ashton/shaders/tv_screen.frag +23 -0
  94. data/lib/ashton/signed_distance_field.rb +151 -0
  95. data/lib/ashton/texture.rb +186 -0
  96. data/lib/ashton/version.rb +3 -0
  97. data/lib/ashton/window_buffer.rb +16 -0
  98. data/spec/ashton/ashton_spec.rb +22 -0
  99. data/spec/ashton/gosu_ext/color_spec.rb +34 -0
  100. data/spec/ashton/gosu_ext/font_spec.rb +57 -0
  101. data/spec/ashton/gosu_ext/gosu_spec.rb +11 -0
  102. data/spec/ashton/gosu_ext/image_spec.rb +66 -0
  103. data/spec/ashton/gosu_ext/window_spec.rb +71 -0
  104. data/spec/ashton/image_stub_spec.rb +46 -0
  105. data/spec/ashton/particle_emitter_spec.rb +123 -0
  106. data/spec/ashton/pixel_cache_spec.rb +153 -0
  107. data/spec/ashton/shader_spec.rb +152 -0
  108. data/spec/ashton/signed_distance_field_spec.rb +163 -0
  109. data/spec/ashton/texture_spec.rb +347 -0
  110. data/spec/helper.rb +12 -0
  111. metadata +309 -0
@@ -0,0 +1,70 @@
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+ //
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+ // Description : Array and textureless GLSL 2D simplex noise function.
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+ // Author : Ian McEwan, Ashima Arts.
4
+ // Maintainer : ijm
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+ // Lastmod : 20110822 (ijm)
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+ // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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+ // Distributed under the MIT License. See LICENSE file.
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+ // https://github.com/ashima/webgl-noise
9
+ //
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+
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+ vec3 mod289(vec3 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
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+ }
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+
15
+ vec2 mod289(vec2 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
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+ }
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+
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+ vec3 permute(vec3 x) {
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+ return mod289(((x*34.0)+1.0)*x);
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+ }
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+
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+ float snoise(vec2 v)
24
+ {
25
+ const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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+ 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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+ -0.577350269189626, // -1.0 + 2.0 * C.x
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+ 0.024390243902439); // 1.0 / 41.0
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+ // First corner
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+ vec2 i = floor(v + dot(v, C.yy) );
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+ vec2 x0 = v - i + dot(i, C.xx);
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+
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+ // Other corners
34
+ vec2 i1;
35
+ //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
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+ //i1.y = 1.0 - i1.x;
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+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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+ // x0 = x0 - 0.0 + 0.0 * C.xx ;
39
+ // x1 = x0 - i1 + 1.0 * C.xx ;
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+ // x2 = x0 - 1.0 + 2.0 * C.xx ;
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+ vec4 x12 = x0.xyxy + C.xxzz;
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+ x12.xy -= i1;
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+
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+ // Permutations
45
+ i = mod289(i); // Avoid truncation effects in permutation
46
+ vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ + i.x + vec3(0.0, i1.x, 1.0 ));
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+
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+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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+ m = m*m ;
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+ m = m*m ;
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+
53
+ // Gradients: 41 points uniformly over a line, mapped onto a diamond.
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+ // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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+
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+ vec3 x = 2.0 * fract(p * C.www) - 1.0;
57
+ vec3 h = abs(x) - 0.5;
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+ vec3 ox = floor(x + 0.5);
59
+ vec3 a0 = x - ox;
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+
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+ // Normalise gradients implicitly by scaling m
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+ // Approximation of: m *= inversesqrt( a0*a0 + h*h );
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+ m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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+
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+ // Compute final noise value at P
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+ vec3 g;
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+ g.x = a0.x * x0.x + h.x * x0.y;
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+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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+ return 130.0 * dot(m, g);
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+ }
@@ -0,0 +1,102 @@
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+ //
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+ // Description : Array and textureless GLSL 2D/3D/4D simplex
3
+ // noise functions.
4
+ // Author : Ian McEwan, Ashima Arts.
5
+ // Maintainer : ijm
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+ // Lastmod : 20110822 (ijm)
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+ // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
8
+ // Distributed under the MIT License. See LICENSE file.
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+ // https://github.com/ashima/webgl-noise
10
+ //
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+
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+ vec3 mod289(vec3 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
14
+ }
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+
16
+ vec4 mod289(vec4 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
18
+ }
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+
20
+ vec4 permute(vec4 x) {
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+ return mod289(((x*34.0)+1.0)*x);
22
+ }
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+
24
+ vec4 taylorInvSqrt(vec4 r)
25
+ {
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+ return 1.79284291400159 - 0.85373472095314 * r;
27
+ }
28
+
29
+ float snoise(vec3 v)
30
+ {
31
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
32
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
33
+
34
+ // First corner
35
+ vec3 i = floor(v + dot(v, C.yyy) );
36
+ vec3 x0 = v - i + dot(i, C.xxx) ;
37
+
38
+ // Other corners
39
+ vec3 g = step(x0.yzx, x0.xyz);
40
+ vec3 l = 1.0 - g;
41
+ vec3 i1 = min( g.xyz, l.zxy );
42
+ vec3 i2 = max( g.xyz, l.zxy );
43
+
44
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
45
+ // x1 = x0 - i1 + 1.0 * C.xxx;
46
+ // x2 = x0 - i2 + 2.0 * C.xxx;
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+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
48
+ vec3 x1 = x0 - i1 + C.xxx;
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+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
51
+
52
+ // Permutations
53
+ i = mod289(i);
54
+ vec4 p = permute( permute( permute(
55
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
56
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
57
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
58
+
59
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
60
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
61
+ float n_ = 0.142857142857; // 1.0/7.0
62
+ vec3 ns = n_ * D.wyz - D.xzx;
63
+
64
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
65
+
66
+ vec4 x_ = floor(j * ns.z);
67
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
68
+
69
+ vec4 x = x_ *ns.x + ns.yyyy;
70
+ vec4 y = y_ *ns.x + ns.yyyy;
71
+ vec4 h = 1.0 - abs(x) - abs(y);
72
+
73
+ vec4 b0 = vec4( x.xy, y.xy );
74
+ vec4 b1 = vec4( x.zw, y.zw );
75
+
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+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
77
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
78
+ vec4 s0 = floor(b0)*2.0 + 1.0;
79
+ vec4 s1 = floor(b1)*2.0 + 1.0;
80
+ vec4 sh = -step(h, vec4(0.0));
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+
82
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
83
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
84
+
85
+ vec3 p0 = vec3(a0.xy,h.x);
86
+ vec3 p1 = vec3(a0.zw,h.y);
87
+ vec3 p2 = vec3(a1.xy,h.z);
88
+ vec3 p3 = vec3(a1.zw,h.w);
89
+
90
+ //Normalise gradients
91
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
92
+ p0 *= norm.x;
93
+ p1 *= norm.y;
94
+ p2 *= norm.z;
95
+ p3 *= norm.w;
96
+
97
+ // Mix final noise value
98
+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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+ m = m * m;
100
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
101
+ dot(p2,x2), dot(p3,x3) ) );
102
+ }
@@ -0,0 +1,128 @@
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+ //
2
+ // Description : Array and textureless GLSL 2D/3D/4D simplex
3
+ // noise functions.
4
+ // Author : Ian McEwan, Ashima Arts.
5
+ // Maintainer : ijm
6
+ // Lastmod : 20110822 (ijm)
7
+ // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
8
+ // Distributed under the MIT License. See LICENSE file.
9
+ // https://github.com/ashima/webgl-noise
10
+ //
11
+
12
+ vec4 mod289(vec4 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0; }
14
+
15
+ float mod289(float x) {
16
+ return x - floor(x * (1.0 / 289.0)) * 289.0; }
17
+
18
+ vec4 permute(vec4 x) {
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+ return mod289(((x*34.0)+1.0)*x);
20
+ }
21
+
22
+ float permute(float x) {
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+ return mod289(((x*34.0)+1.0)*x);
24
+ }
25
+
26
+ vec4 taylorInvSqrt(vec4 r)
27
+ {
28
+ return 1.79284291400159 - 0.85373472095314 * r;
29
+ }
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+
31
+ float taylorInvSqrt(float r)
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+ {
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+ return 1.79284291400159 - 0.85373472095314 * r;
34
+ }
35
+
36
+ vec4 grad4(float j, vec4 ip)
37
+ {
38
+ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
39
+ vec4 p,s;
40
+
41
+ p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
43
+ s = vec4(lessThan(p, vec4(0.0)));
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+ p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
45
+
46
+ return p;
47
+ }
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+
49
+ // (sqrt(5) - 1)/4 = F4, used once below
50
+ #define F4 0.309016994374947451
51
+
52
+ float snoise(vec4 v)
53
+ {
54
+ const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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+ 0.276393202250021, // 2 * G4
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+ 0.414589803375032, // 3 * G4
57
+ -0.447213595499958); // -1 + 4 * G4
58
+
59
+ // First corner
60
+ vec4 i = floor(v + dot(v, vec4(F4)) );
61
+ vec4 x0 = v - i + dot(i, C.xxxx);
62
+
63
+ // Other corners
64
+
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+ // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
66
+ vec4 i0;
67
+ vec3 isX = step( x0.yzw, x0.xxx );
68
+ vec3 isYZ = step( x0.zww, x0.yyz );
69
+ // i0.x = dot( isX, vec3( 1.0 ) );
70
+ i0.x = isX.x + isX.y + isX.z;
71
+ i0.yzw = 1.0 - isX;
72
+ // i0.y += dot( isYZ.xy, vec2( 1.0 ) );
73
+ i0.y += isYZ.x + isYZ.y;
74
+ i0.zw += 1.0 - isYZ.xy;
75
+ i0.z += isYZ.z;
76
+ i0.w += 1.0 - isYZ.z;
77
+
78
+ // i0 now contains the unique values 0,1,2,3 in each channel
79
+ vec4 i3 = clamp( i0, 0.0, 1.0 );
80
+ vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
81
+ vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
82
+
83
+ // x0 = x0 - 0.0 + 0.0 * C.xxxx
84
+ // x1 = x0 - i1 + 1.0 * C.xxxx
85
+ // x2 = x0 - i2 + 2.0 * C.xxxx
86
+ // x3 = x0 - i3 + 3.0 * C.xxxx
87
+ // x4 = x0 - 1.0 + 4.0 * C.xxxx
88
+ vec4 x1 = x0 - i1 + C.xxxx;
89
+ vec4 x2 = x0 - i2 + C.yyyy;
90
+ vec4 x3 = x0 - i3 + C.zzzz;
91
+ vec4 x4 = x0 + C.wwww;
92
+
93
+ // Permutations
94
+ i = mod289(i);
95
+ float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
96
+ vec4 j1 = permute( permute( permute( permute (
97
+ i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
98
+ + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
99
+ + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
100
+ + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
101
+
102
+ // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
103
+ // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
104
+ vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
105
+
106
+ vec4 p0 = grad4(j0, ip);
107
+ vec4 p1 = grad4(j1.x, ip);
108
+ vec4 p2 = grad4(j1.y, ip);
109
+ vec4 p3 = grad4(j1.z, ip);
110
+ vec4 p4 = grad4(j1.w, ip);
111
+
112
+ // Normalise gradients
113
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
114
+ p0 *= norm.x;
115
+ p1 *= norm.y;
116
+ p2 *= norm.z;
117
+ p3 *= norm.w;
118
+ p4 *= taylorInvSqrt(dot(p4,p4));
119
+
120
+ // Mix contributions from the five corners
121
+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
122
+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
123
+ m0 = m0 * m0;
124
+ m1 = m1 * m1;
125
+ return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
126
+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
127
+
128
+ }
@@ -0,0 +1,5 @@
1
+ // Random number generator (not brilliant, but it is quick).
2
+
3
+ float rand(vec2 co) {
4
+ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
5
+ }
@@ -0,0 +1,57 @@
1
+ #version 110
2
+
3
+ // Based on Catalin Zima's shader based dynamic shadows system.
4
+ // http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
5
+
6
+ // Distort the input (square) texture into sight-lines, then reduce horizontally into a 2-pixel wide shadow-map texture.
7
+
8
+ const float MIN_ALPHA_TO_CAST_SHADOW = 0.3; // Ignore mostly transparent pixels.
9
+
10
+ uniform sampler2D in_Texture; // Texture containing shadow-casting shapes.
11
+ uniform int in_TextureWidth; // Texture must be square, but can be any size divisible by 2.
12
+
13
+ varying vec2 var_TexCoord; // Pixel to process on this pass.
14
+
15
+ vec4 distort(in vec2 coord)
16
+ {
17
+ // Translate u and v into [-1 , 1] domain
18
+ float u0 = coord.x * 2.0 - 1.0;
19
+ float v0 = (1.0 - coord.y) * 2.0 - 1.0; // Inverted because Gosu Y-coordinate is "inverted".
20
+
21
+ // Then, as u0 approaches 0 (the center), v should also approach 0
22
+ v0 = v0 * abs(u0);
23
+
24
+ // Convert back from [-1,1] domain to [0,1] domain
25
+ v0 = (v0 + 1.0) / 2.0;
26
+
27
+ v0 = 1.0 - v0;
28
+
29
+ // We now have the coordinates for reading from the initial image
30
+ vec2 newCoords = vec2(coord.x, v0);
31
+
32
+ // Read for both horizontal and vertical direction and store them in separate channels
33
+ float horizontal = texture2D(in_Texture, newCoords).a;
34
+ float distanceH = (horizontal > MIN_ALPHA_TO_CAST_SHADOW ? length(newCoords - 0.5) : 1.0);
35
+
36
+ float vertical = texture2D(in_Texture, newCoords.yx).a;
37
+ float distanceV = (vertical > MIN_ALPHA_TO_CAST_SHADOW ? length(newCoords - 0.5) : 1.0);
38
+
39
+ return vec4(distanceH, distanceV, 0.0, 1.0);
40
+ }
41
+
42
+ void main()
43
+ {
44
+ float pixel_width = 1.0 / float(in_TextureWidth);
45
+ int half_width = in_TextureWidth / 2;
46
+
47
+ // Get the left-most pixel.
48
+ gl_FragColor = distort(var_TexCoord);
49
+
50
+ // Grab each pixel to the right in turn and min it with the previous one.
51
+ for(int i = 1; i < half_width; i++)
52
+ {
53
+ vec2 color = distort(var_TexCoord + vec2(pixel_width * float(i), 0)).rg;
54
+
55
+ gl_FragColor.rg = min(gl_FragColor.rg, color.rg);
56
+ }
57
+ }
@@ -0,0 +1,60 @@
1
+ #version 110
2
+
3
+ // Based on Catalin Zima's shader based dynamic shadows system.
4
+ // http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
5
+
6
+ uniform sampler2D in_Texture; // Shadow map texture.
7
+
8
+ uniform int in_TextureWidth;
9
+
10
+ varying vec2 var_TexCoord; // Pixel to process on this pass.
11
+
12
+ // coord x and y should be inverted when reading vertical distortion.
13
+ vec4 GetShadowDistances(in vec2 coord)
14
+ {
15
+ float u = coord.x;
16
+ float v = coord.y;
17
+
18
+ u = abs(u - 0.5) * 2.0;
19
+ v = v * 2.0 - 1.0;
20
+ float v0 = v / u;
21
+ v0 = (v0 + 1.0) / 2.0;
22
+
23
+ vec2 newCoords = vec2(coord.x, v0);
24
+
25
+ return texture2D(in_Texture, newCoords);
26
+ }
27
+
28
+ void main()
29
+ {
30
+ // Distance of this pixel from the center.
31
+ float distance = length(var_TexCoord - 0.5);
32
+
33
+ // Apply a 2-pixel bias, so we can see the edge of shadow-caster.
34
+ distance -= 2.0 / float(in_TextureWidth);
35
+
36
+ //distance stored in the shadow map
37
+ float shadowMapDistance;
38
+
39
+ // Coords in [-1,1]
40
+ float nY = 2.0 * (var_TexCoord.y - 0.5);
41
+ float nX = 2.0 * (var_TexCoord.x - 0.5);
42
+
43
+ // We use these to determine which quadrant we are in.
44
+ if(abs(nY) < abs(nX))
45
+ {
46
+ // Horizontal distance was stored in the Red component.
47
+ shadowMapDistance = GetShadowDistances(var_TexCoord).r;
48
+ }
49
+ else
50
+ {
51
+ // Vertical distance was stored in the Green component.
52
+ shadowMapDistance = GetShadowDistances(var_TexCoord.yx).g;
53
+ }
54
+
55
+ // If distance to this pixel is lower than distance from shadowMap,
56
+ // then we are not in shadow.
57
+ float light = (distance < shadowMapDistance) ? 1.0 : 0.0;
58
+
59
+ gl_FragColor = vec4(vec2(light), length(var_TexCoord - 0.5), 1.0);
60
+ }
@@ -0,0 +1,60 @@
1
+ #version 110
2
+
3
+ // Based on Catalin Zima's shader based dynamic shadows system.
4
+ // http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
5
+
6
+
7
+ const float minBlur = 0.0;
8
+ const float maxBlur = 5.0; // TODO: Make this a uniform?
9
+ const int blurSamples = 13;
10
+
11
+ uniform sampler2D in_Texture; // Original texture.
12
+ uniform int in_TextureWidth;
13
+
14
+ varying vec2 var_TexCoord; // Pixel to process on this pass.
15
+
16
+ void main()
17
+ {
18
+ vec2 offsetAndWeight[blurSamples];
19
+
20
+ offsetAndWeight[0] = vec2( 0.0, 0.199471);
21
+ offsetAndWeight[1] = vec2( 1.0, 0.176033);
22
+ offsetAndWeight[2] = vec2( 2.0, 0.120985);
23
+ offsetAndWeight[3] = vec2( 3.0, 0.064759);
24
+ offsetAndWeight[4] = vec2( 4.0, 0.026995);
25
+ offsetAndWeight[5] = vec2( 5.0, 0.008764);
26
+ offsetAndWeight[6] = vec2( 6.0, 0.002216);
27
+
28
+ vec4 color = texture2D(in_Texture, var_TexCoord);
29
+ float distance = color.b;
30
+ float pixel_width = 1.0 / float(in_TextureWidth);
31
+
32
+ // Take a reading from the center pixel once,
33
+ // but multiply since it would be added twice in the loop.
34
+ float sum = color.r * offsetAndWeight[0].y * 2.0;
35
+
36
+ for (int i = 1; i < blurSamples; i++)
37
+ {
38
+ float offset = offsetAndWeight[i].x;
39
+ float weight = offsetAndWeight[i].y;
40
+
41
+ offset *= pixel_width * mix(minBlur, maxBlur, distance);
42
+
43
+ // Take colour from above, below, left and right at once.
44
+ float effect = texture2D(in_Texture, var_TexCoord + vec2( offset, 0.0)).r +
45
+ texture2D(in_Texture, var_TexCoord + vec2(-offset, 0.0)).r +
46
+ texture2D(in_Texture, var_TexCoord + vec2( 0.0, offset)).r +
47
+ texture2D(in_Texture, var_TexCoord + vec2( 0.0, -offset)).r;
48
+
49
+ sum += effect * weight;
50
+ }
51
+
52
+ // Halve the sum, since we have applied horizontal and vertical at once.
53
+ sum *= 0.5;
54
+
55
+ // Light is brighter at the center.
56
+ float d = 2.0 * length(var_TexCoord - 0.5);
57
+ float attenuation = clamp(1.0 - d, 0.0, 1.0);
58
+
59
+ gl_FragColor = vec4(vec3(sum * attenuation), 1.0);
60
+ }