danabr75-ashton 0.1.5
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- checksums.yaml +7 -0
- data/CHANGELOG +0 -0
- data/LICENSE +21 -0
- data/README.md +95 -0
- data/Rakefile +42 -0
- data/examples/bloom_example.rb +59 -0
- data/examples/lighting_example.rb +127 -0
- data/examples/media/Earth.png +0 -0
- data/examples/media/LargeStar.png +0 -0
- data/examples/media/SmallStar.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +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 +52 -0
- data/examples/pixelated_texture_example.rb +69 -0
- data/examples/radial_blur_example.rb +61 -0
- data/examples/shader_image_example.rb +75 -0
- data/examples/shockwave_example.rb +75 -0
- data/examples/stencil_shader_example.rb +104 -0
- data/examples/texture_render_example.rb +54 -0
- data/examples/tv_screen_and_static_example.rb +60 -0
- data/ext/ashton/GLee.c +18170 -0
- data/ext/ashton/GLee.h +17648 -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 +45 -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/vendor/gl/include/GL/GL.H +1526 -0
- data/ext/ashton/window.c +8 -0
- data/ext/ashton/window.h +16 -0
- data/lib/ashton.rb +38 -0
- data/lib/ashton/gosu_ext/color.rb +25 -0
- 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 +96 -0
- data/lib/ashton/gosu_ext/window.rb +79 -0
- data/lib/ashton/image_stub.rb +33 -0
- 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 +386 -0
- data/lib/ashton/shaders/bloom.frag +41 -0
- data/lib/ashton/shaders/color_inversion.frag +11 -0
- data/lib/ashton/shaders/contrast.frag +16 -0
- data/lib/ashton/shaders/default.frag +22 -0
- data/lib/ashton/shaders/default.vert +14 -0
- 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/shaders/include/noise2d.glsl +70 -0
- 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/shaders/pixelate.frag +48 -0
- data/lib/ashton/shaders/radial_blur.frag +63 -0
- data/lib/ashton/shaders/sepia.frag +26 -0
- data/lib/ashton/shaders/shockwave.frag +38 -0
- data/lib/ashton/shaders/signed_distance_field.frag +80 -0
- data/lib/ashton/shaders/static.frag +25 -0
- 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 +3 -0
- 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 +309 -0
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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.
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// 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
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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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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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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v)
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{
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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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// Other corners
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vec2 i1;
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//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 ;
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// 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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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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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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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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// 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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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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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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// 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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}
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// 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
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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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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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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
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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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;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// 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
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//
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float permute(float x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float taylorInvSqrt(float r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 grad4(float j, vec4 ip)
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{
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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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);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(vec4 v)
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{
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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
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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vec4 i = floor(v + dot(v, vec4(F4)) );
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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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 +1,57 @@
|
|
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
|
+
}
|