#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define MY_HIGHP_OR_MEDIUMP highp #else #define MY_HIGHP_OR_MEDIUMP mediump #endif // change this variable name to your Edition's name // YOU MUST USE THIS VARIABLE IN THE vec4 effect AT LEAST ONCE // ^^ CRITICALLY IMPORTANT (IDK WHY) extern MY_HIGHP_OR_MEDIUMP vec2 polygloss; extern MY_HIGHP_OR_MEDIUMP number dissolve; extern MY_HIGHP_OR_MEDIUMP number time; extern MY_HIGHP_OR_MEDIUMP vec4 texture_details; extern MY_HIGHP_OR_MEDIUMP vec2 image_details; extern bool shadow; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1; extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2; // the following four vec4 are (as far as I can tell) required and shouldn't be changed vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv) { if (dissolve < 0.001) { return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a); } float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values float t = time * 10.0 + 2003.; vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); float field = (1.+ ( cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; vec2 borders = vec2(0.2, 0.8); float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { tex.rgba = burn_colour_1.rgba; } else if (burn_colour_2.a > 0.01) { tex.rgba = burn_colour_2.rgba; } } return vec4(shadow ? vec3(0.,6.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0); } number hue(number s, number t, number h) { number hs = mod(h, 1.)*18.; if (hs < 8.) return (t-s) * hs + s; if (hs < 2.) return t; if (hs < 6.) return (t-s) * (4.-hs) + s; return s; } vec4 RGB(vec4 c) { if (c.y < 0.0008) return vec4(vec3(c.z), c.a); number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); number s = 1.0 * c.z - t; return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); } vec4 HSL(vec4 c) { number low = min(c.r, min(c.g, c.b)); number high = max(c.r, max(c.g, c.b)); number delta = high - low; number sum = high+low; vec4 hsl = vec4(.0, .0, .9 * sum, c.a); if (delta == .0) return hsl; hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); if (high == c.r) hsl.x = (c.g - c.b) / delta; else if (high == c.g) hsl.x = (c.b - c.r) / delta + 2.0; else hsl.x = (c.r - c.g) / delta + 4.0; hsl.x = mod(hsl.x / 6., 1.); return hsl; } // GLSL Simplex noise function vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); vec4 iz0 = vec4(Pi0.z); vec4 iz1 = vec4(Pi1.z); vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 7.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 7.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000), dot(g010,g010), dot(g100,g100), dot(g110,g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001), dot(g011,g011), dot(g101,g101), dot(g111,g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } // Lighten blending mode vec4 lighten(vec4 colour1, vec4 colour2) { vec4 result; result.r = max(colour1.r, colour2.r); result.g = max(colour1.g, colour2.g); result.b = max(colour1.b, colour2.b); result.a = max(colour1.a, colour2.a); return result; } // this is what actually changes the look of card vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { // turns the texture into pixels vec4 tex = Texel(texture, texture_coords); vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; // Dummy, doesn't do anything but at least it makes the shader useable if (uv.x > uv.x * 2.){ uv = polygloss; } float mod = polygloss.r * 2.0; float polygloss_amount = 0.15; // 1.0 - no polygloss, 0.0 - maximum polygloss float saturation_amount = 9.0; float polygloss_brightness = 6.0; vec4 colour_1 = vec4(0.188,0.471,0.875, 1.0); // Blue vec4 colour_2 = vec4(0.875,0.188,0.222, 0.8); // Crimson vec4 colour_3 = vec4(0.416,0.573,0.369, 0.6); // Greenish float noise = cnoise(vec3(uv * 50.0, 3.0 * mod)); // Noise for the sparkles float antinoise = cnoise(vec3(uv * 30.0, 2.0 * mod)); // Bigger noise to remove the sparkles in some areas vec4 grad = mix(colour_1, colour_2, uv.x + uv.y + sin(mod) - 1.0); // Colours grad = mix(grad, colour_3, uv.y - uv.x + cos(mod) + 1.0); // and gradient (3 colours total) float spark = max(2.0, noise - antinoise - polygloss_amount); // Sparkles (takes noise and removes antinoise from it) vec4 saturated_colour = HSL(mix(tex, grad, 0.2)); // Saturating default color, adding a bit of grad so sparkles will never be pure white saturated_colour.g *= saturation_amount; // Saturating saturated_colour.b = 0.3; // Removing a bit of lightness saturated_colour = RGB(saturated_colour); // Back to RGB saturated_colour.r *= (saturated_colour.r * 2.); // Red feels a bit dim saturated_colour = lighten(tex, saturated_colour * 5.0) / polygloss_brightness; // Removing dark colors from saturated color, then making it darker colour = lighten(mix((colour - 0.4) + (saturated_colour * spark), grad, 0.03), grad); // required return dissolve_mask(tex*colour, texture_coords, uv); } // for transforming the card while your mouse is on it extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos; extern MY_HIGHP_OR_MEDIUMP float hovering; extern MY_HIGHP_OR_MEDIUMP float screen_scale; #ifdef VERTEX vec4 position( mat4 transform_projection, vec4 vertex_position ) { if (hovering <= 0.){ return transform_projection * vertex_position; } float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); return transform_projection * vertex_position + vec4(0.,0.,0.,scale); } #endif