--[[ Public domain: Copyright (C) 2017 by Matthias Richter Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. ]]-- -- unroll convolution loop for gaussian blur shader local function make_blur_shader(sigma) local support = math.max(1, math.floor(3*sigma + .5)) local one_by_sigma_sq = sigma > 0 and 1 / (sigma * sigma) or 1 local norm = 0 local code = {[[ extern vec2 direction; vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _) { vec4 c = vec4(0.0); ]]} local blur_line = "c += vec4(%f) * Texel(texture, tc + vec2(%f) * direction);" for i = -support,support do local coeff = math.exp(-.5 * i*i * one_by_sigma_sq) norm = norm + coeff code[#code+1] = blur_line:format(coeff, i) end code[#code+1] = ("return c * vec4(%f) * color;}"):format(1 / norm) return love.graphics.newShader(table.concat(code)) end return function(moonshine) local blurshader -- set in setters.glow_strength local threshold = love.graphics.newShader[[ extern number min_luma; vec4 effect(vec4 color, Image texture, vec2 tc, vec2 _) { vec4 c = Texel(texture, tc); number luma = dot(vec3(0.299, 0.587, 0.114), c.rgb); return c * step(min_luma, luma) * color; }]] local setters = {} setters.strength = function(v) blurshader = make_blur_shader(math.max(0,tonumber(v) or 1)) end setters.min_luma = function(v) threshold:send("min_luma", math.max(0, math.min(1, tonumber(v) or 0.5))) end local scene = love.graphics.newCanvas() local draw = function(buffer) local front, back = buffer() -- scene so far is in `back' scene, back = back, scene -- save it for second draw below -- 1st pass: draw scene with brightness threshold love.graphics.setCanvas(front) love.graphics.clear() love.graphics.setShader(threshold) love.graphics.draw(scene) -- 2nd pass: apply blur shader in x blurshader:send('direction', {1 / love.graphics.getWidth(), 0}) love.graphics.setCanvas(back) love.graphics.clear() love.graphics.setShader(blurshader) love.graphics.draw(front) -- 3nd pass: apply blur shader in y and draw original and blurred scene love.graphics.setCanvas(front) love.graphics.clear() -- original scene without blur shader love.graphics.setShader() love.graphics.setBlendMode("add", "premultiplied") love.graphics.draw(scene) -- original scene -- second pass of light blurring blurshader:send('direction', {0, 1 / love.graphics.getHeight()}) love.graphics.setShader(blurshader) love.graphics.draw(back) -- restore things as they were before entering draw() love.graphics.setBlendMode("alpha", "premultiplied") scene = back end return moonshine.Effect{ name = "glow", draw = draw, setters = setters, defaults = {min_luma=.7, strength = 5} } end