wiggle = love.graphics.newShader[[ extern number seed; extern number amount; int grain = 10; //higher = less, lower = more float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixel_me = Texel(texture, texture_coords ); return Texel(texture, texture_coords + (rand(texture_coords * seed) - .5) * amount); /* int resolution = int(12 * 1 / zoom); vec2 final_coords = floor((resolution * texture_coords) + 0.5) / resolution; vec4 averaged_pixel = (Texel(texture, final_coords - (1 / resolution)) + Texel(texture, final_coords)) / 2 + (rand(final_coords * seed) / grain); averaged_pixel.a = 1; pixel_me = Texel(texture, final_coords); return averaged_pixel; */ } ]] glow = love.graphics.newShader[[ vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixel_me = Texel(texture, texture_coords ); if (pixel_me.rgb != vec3(0,0,0)) return pixel_me; int samples = 5; float intensity = 60; float radius = .1; for (int i = 1; i < samples; i++ ) { vec4 pixel_left = Texel(texture, texture_coords + vec2(-radius * i, 0)); vec4 pixel_right = Texel(texture, texture_coords + vec2(radius * i, 0)); vec4 pixel_top = Texel(texture, texture_coords + vec2(0, radius * i)); vec4 pixel_bottom = Texel(texture, texture_coords + vec2(0, -radius * i)); vec4 pixel_top_left = Texel(texture, texture_coords + vec2(-radius * i, radius * i)); vec4 pixel_top_right = Texel(texture, texture_coords + vec2(radius * i, radius * i)); vec4 pixel_bottom_left = Texel(texture, texture_coords + vec2(-radius * i, -radius * i)); vec4 pixel_bottom_right = Texel(texture, texture_coords + vec2(radius * i, -radius * i)); pixel_me += (pixel_left + pixel_right + pixel_top + pixel_bottom + pixel_bottom_right + pixel_bottom_left + pixel_top_right + pixel_top_left) / (intensity * i); intensity -= 2.5; } 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); } ]]