Add color blind accessibility filter
This commit is contained in:
parent
b42569eb9c
commit
fa0bada313
2 changed files with 132 additions and 2 deletions
73
shaders.lua
73
shaders.lua
|
|
@ -57,4 +57,75 @@ glow = love.graphics.newShader[[
|
|||
}
|
||||
return pixel_me;
|
||||
}
|
||||
]]
|
||||
]]
|
||||
|
||||
-- Accessibility post-process. The puzzle's RGB channels are normally also
|
||||
-- its visual language, so this runs only after the entire scene has been
|
||||
-- composed. It leaves neutral UI/text alone and remaps saturated colours to
|
||||
-- a palette whose red, green, and yellow accents remain distinct for people
|
||||
-- with deuteranopia.
|
||||
accessibilityColorShader = love.graphics.newShader[[
|
||||
extern number accessibilityTime;
|
||||
|
||||
vec3 rgbToHsv(vec3 c) {
|
||||
float maximum = max(c.r, max(c.g, c.b));
|
||||
float minimum = min(c.r, min(c.g, c.b));
|
||||
float delta = maximum - minimum;
|
||||
float hue = 0.0;
|
||||
|
||||
if (delta > 0.0001) {
|
||||
if (maximum == c.r) {
|
||||
hue = mod((c.g - c.b) / delta, 6.0);
|
||||
} else if (maximum == c.g) {
|
||||
hue = ((c.b - c.r) / delta) + 2.0;
|
||||
} else {
|
||||
hue = ((c.r - c.g) / delta) + 4.0;
|
||||
}
|
||||
hue = hue / 6.0;
|
||||
if (hue < 0.0) hue += 1.0;
|
||||
}
|
||||
|
||||
float saturation = maximum <= 0.0 ? 0.0 : delta / maximum;
|
||||
return vec3(hue, saturation, maximum);
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
|
||||
vec4 pixel = Texel(texture, texture_coords) * color;
|
||||
vec3 hsv = rgbToHsv(pixel.rgb);
|
||||
|
||||
// Preserve greys, white (including additive RGB overlap), and near-black
|
||||
// background detail. Only colourful puzzle elements are recoloured.
|
||||
if (hsv.y < 0.22 || hsv.z < 0.06) return pixel;
|
||||
|
||||
// Keep every additive pair in its own bucket. In particular, magenta
|
||||
// (red + blue) must not become the same colour as red, and cyan
|
||||
// (green + blue) must not become the same colour as green.
|
||||
vec3 replacement;
|
||||
float pattern = 0.0;
|
||||
// Advance in whole pixels so the texture stays crisp instead of swimming.
|
||||
float ditherStep = floor(accessibilityTime * 1.5);
|
||||
if (hsv.x < 0.055 || hsv.x >= 0.94) {
|
||||
replacement = vec3(0.93, 0.18, 0.50); // red: pink
|
||||
} else if (hsv.x < 0.19) {
|
||||
replacement = vec3(1.00, 0.78, 0.08); // red + green: gold
|
||||
vec2 cell = mod(floor(screen_coords + vec2(ditherStep, 0.0)), vec2(9.0));
|
||||
pattern = length(cell - vec2(4.0)) < 1.6 ? 1.0 : 0.0; // dithered dots
|
||||
} else if (hsv.x < 0.43) {
|
||||
replacement = vec3(0.00, 0.72, 0.62); // green: turquoise
|
||||
} else if (hsv.x < 0.58) {
|
||||
replacement = vec3(0.12, 0.55, 0.96); // green + blue: sky blue
|
||||
pattern = mod(floor(screen_coords.x + screen_coords.y + ditherStep), 10.0) < 2.0 ? 1.0 : 0.0; // dithered slashes
|
||||
} else if (hsv.x < 0.77) {
|
||||
replacement = vec3(0.38, 0.32, 0.96); // blue: indigo
|
||||
} else {
|
||||
replacement = vec3(0.72, 0.25, 0.92); // red + blue: purple
|
||||
pattern = mod(floor((screen_coords.x + ditherStep) / 4.0) + floor(screen_coords.y / 4.0), 2.0); // dithered checker
|
||||
}
|
||||
|
||||
// Secondary colours get a gently animated dither cue, so they are
|
||||
// identifiable even when their hue is hard to perceive. Lighting and
|
||||
// fades remain.
|
||||
replacement = mix(replacement, vec3(1.0), pattern * 0.55);
|
||||
return vec4(replacement * hsv.z, pixel.a);
|
||||
}
|
||||
]]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue