I need a simple Threshold Shader and found this one:
https://www.shadertoy.com/view/4ssGR8
Would someone so kind and make it run in LOVE 0.10.2 please? I never understand this shader language stuff. Many thanks
Share a Shader!
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Threshold Shader
macOS 10.14 Mojave | LÖVE 11.2
Re: Share a Shader!
quick remake for love2d v.0.10.2:
in draw event:
draws white color on black background. threshold controls size of the white parts, soft is blur amount.
and here is version for white on transparent background:
in both cases, if you get problems with whole drawable being white (partially transparent), set "soft" to 0.0.
occurs with extreme changes to threshold.
forgot the *color. white on transparent background can be recolored using love.graphics.setColor(255,255,255,255) so dont request any specific color variants please :p
Code: Select all
shaderCustom = love.graphics.newShader [[
extern float soft = 0.3;
extern float threshold = 0.3;
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )
{
float f = soft/2.0;
float a = threshold - f;
float b = threshold + f;
vec4 tx = Texel( texture, texture_coords );
float l = (tx.x + tx.y + tx.z) / 3.0;
vec3 col = vec3( smoothstep(a, b, l) );
return vec4( col, 1 )*color;
}
]]
Code: Select all
threshold = 0.3
soft = 0.3
function love.draw( dt )
--both preset at 0.3 in shader, but values can be changed using these 2 lines below. extreme value changes will result in ugly results.
shaderCustom.send( shaderCustom, "soft", soft )
shaderCustom.send( shaderCustom, "threshold", threshold )
love.graphics.setShader( shaderCustom )
love.graphics.draw( mm, 50, 50, 0, 2.5, 2.5 )
love.graphics.setShader()
end
and here is version for white on transparent background:
Code: Select all
--white on transparent bkg
shaderCustom = love.graphics.newShader [[
extern float soft = 0.3;
extern float threshold = 0.3;
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )
{
float f = soft/2.0;
float a = threshold - f;
float b = threshold + f;
vec4 tx = Texel( texture, texture_coords );
float l = (tx.x + tx.y + tx.z) / 3.0;
return vec4( smoothstep(a, b, l) )*color;
}
]]
occurs with extreme changes to threshold.
forgot the *color. white on transparent background can be recolored using love.graphics.setColor(255,255,255,255) so dont request any specific color variants please :p
-
- Citizen
- Posts: 86
- Joined: Mon Jul 17, 2017 2:07 pm
Re: Share a Shader!
EDIT2: furthermore i am even unsure about this whole shader as it seems to even work if you remove some of the setShader things... alas, shaders forever in mystery, it's like few people seem to understand them!
EDIT: this was for the smoke shader from the link at the bottom of the guide http://blogs.love2d.org/content/beginners-guide-shaders i dunno how this forum is organised! but the shader did not work with the latest love version (like seemingly 99% of examples i download)
Hi
I had to refactor this to work on the latest version:
The main weird bit was i had to replace:
currentCanvas:clear() and otherCanvas:clear()
with a thing that went
So it's like you used to be able to clear any canvas, now just the current one... anyway it works
this shader retains information from the previous screens, which i need (no-one can seem to answer my support thread)
EDIT: this was for the smoke shader from the link at the bottom of the guide http://blogs.love2d.org/content/beginners-guide-shaders i dunno how this forum is organised! but the shader did not work with the latest love version (like seemingly 99% of examples i download)
Hi
I had to refactor this to work on the latest version:
Code: Select all
local Shader;
local firstCanvas;
local secondCanvas;
local currentCanvas
local otherCanvas
local lastPoint = {x=0,y=0}
function love.load()
-- love._openConsole()
Shader = love.graphics.newShader[[
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
number pW = 1/love_ScreenSize.x;//pixel width
number pH = 1/love_ScreenSize.y;//pixel height
vec4 pixel = Texel(texture, texture_coords );//This is the current pixel
vec2 coords = vec2(texture_coords.x-pW,texture_coords.y);
vec4 Lpixel = Texel(texture, coords );//Pixel on the left
coords = vec2(texture_coords.x+pW,texture_coords.y);
vec4 Rpixel = Texel(texture, coords );//Pixel on the right
coords = vec2(texture_coords.x,texture_coords.y-pH);
vec4 Upixel = Texel(texture, coords );//Pixel on the up
coords = vec2(texture_coords.x,texture_coords.y+pH);
vec4 Dpixel = Texel(texture, coords );//Pixel on the down
pixel.a += 10 * 0.0166667 * (Lpixel.a + Rpixel.a + Dpixel.a * 3 + Upixel.a - 6 * pixel.a);
pixel.rgb = vec3(1.0,1.0,1.0);
return pixel;
}
]]
firstCanvas = love.graphics.newCanvas()
secondCanvas = love.graphics.newCanvas()
currentCanvas = firstCanvas
otherCanvas = secondCanvas
lastPoint.x = love.mouse.getX()
lastPoint.y = love.mouse.getY()
end
local fps = 0;
local mouseParticles = {};
function love.draw()
love.graphics.setColor(0,0,0,255)
love.graphics.rectangle("fill",0,0,100,50)
love.graphics.setColor(255,255,255,255)
love.graphics.print("FPS: " .. fps,10,10)
if(#mouseParticles > 0)then
love.graphics.setCanvas(firstCanvas)
love.graphics.setColor(255,255,255,255)
for i=1,#mouseParticles do
local p = mouseParticles[i];
love.graphics.circle("fill",p.x,p.y,10);
end
love.graphics.setCanvas()
mouseParticles = {}
love.graphics.setColor(255,255,255,255)
end
love.graphics.setCanvas(otherCanvas)
love.graphics.setShader(Shader);
love.graphics.draw(currentCanvas)
love.graphics.setShader();
love.graphics.setCanvas()
-- currentCanvas:clear()
refactor_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(currentCanvas)
love.graphics.clear()
love.graphics.setCanvas(refactor_canvas)
love.graphics.setCanvas(currentCanvas)
love.graphics.setShader(Shader);
love.graphics.draw(otherCanvas)
love.graphics.setShader();
love.graphics.setCanvas()
love.graphics.draw(currentCanvas)
-- otherCanvas:clear() --HAD TO REFACTOR THIS, dunno if it's convoluted
refactor_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(otherCanvas)
love.graphics.clear()
love.graphics.setCanvas(refactor_canvas)
end
local c2 = 0;
local sum = 0;
local lastModified = love.filesystem.getLastModified("main.lua")
function love.update(dt)
------------To make the code update in real time
if(love.filesystem.getLastModified("main.lua") ~= lastModified)then
local testFunc = function()
love.filesystem.load('main.lua')
end
local test,e = pcall(testFunc)
if(test)then
love.filesystem.load('main.lua')()
love.run()
else
print(e)
end
lastModified = love.filesystem.getLastModified("main.lua")
end
-----------Get average FPS
c2 = c2 + 1;
sum = sum + dt;
if(sum > 1)then
sum = sum / c2;
fps = math.floor(1/sum);
c2 = 0;
sum = 0;
end
-----Add smoke
if(love.mouse.isDown(1))then
local x,y = love.mouse.getPosition()
local p = {};
p.x = x; p.y = y;
mouseParticles[#mouseParticles+1] = p;
local dx = p.x - lastPoint.x;
local dy = p.y - lastPoint.y;
local dist = math.sqrt(dx * dx + dy * dy);
---if there is a gap, fill it
if(dist > 5)then
local angle = math.atan2(dy,dx);
local cosine = math.cos(angle);
local sine = math.sin(angle)
for i=1,dist,1 do
local p2 = {};
p2.x = lastPoint.x + i * cosine;
p2.y = lastPoint.y + i * sine;
mouseParticles[#mouseParticles+1] = p2;
end
end
lastPoint.x = x; lastPoint.y = y;
else
--if mouse is up
local x,y = love.mouse.getPosition()
lastPoint.x = x; lastPoint.y = y;
end
end
currentCanvas:clear() and otherCanvas:clear()
with a thing that went
Code: Select all
refactor_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(currentCanvas)
love.graphics.clear()
love.graphics.setCanvas(refactor_canvas)
So it's like you used to be able to clear any canvas, now just the current one... anyway it works
this shader retains information from the previous screens, which i need (no-one can seem to answer my support thread)
- alberto_lara
- Party member
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Re: Share a Shader!
How do I remove the split? I'm still seeing 3 barsI modified it to work full screen and you're right; it's generally too blurry and dark. It can be sharpened up but at the cost of losing the shadow mask effect, which is mainly what I'm after in a CRT shader.
Re: Share a Shader!
The mysteries of shaders. Don't have a clue as to how this shader works!
- Attachments
-
- tri.love
- (1.42 KiB) Downloaded 805 times
Re: Share a Shader!
Doesn't seem to be too much interest in this topic.
I'm still amazed at what people can do with them.
(ESC to exit)
I'm still amazed at what people can do with them.
(ESC to exit)
- Attachments
-
- head.love
- Just a demo!
- (4.12 KiB) Downloaded 711 times
- zorg
- Party member
- Posts: 3465
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: Share a Shader!
Got this error for that; running 11.1:
Code: Select all
Error: Cannot link shader program object:
Fragment info
-------------
0(52) : warning C7533: global variable gl_FragColor is deprecated after version 120
0(44) : error C5121: multiple bindings to output semantic "COL0"
stack traceback:
[string "boot.lua"]:637: in function <[string "boot.lua"]:633>
[C]: in function 'newShader'
tri.lua:60: in main chunk
[C]: in function 'require'
main.lua:2: in main chunk
[C]: in function 'require'
[string "boot.lua"]:475: in function <[string "boot.lua"]:311>
[C]: in function 'xpcall'
[string "boot.lua"]:645: in function <[string "boot.lua"]:639>
[C]: in function 'xpcall'
Edit: Thanks for the new version!
Last edited by zorg on Tue Sep 04, 2018 12:05 am, edited 1 time in total.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: Share a Shader!
Ops! Old version now updated to 11.1
Best
Best
- Attachments
-
- newTri.love
- Corrected shader
- (1.41 KiB) Downloaded 700 times
Re: Share a Shader!
Should Tri be this?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
- zorg
- Party member
- Posts: 3465
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: Share a Shader!
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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