Created
January 23, 2016 22:29
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Simple circular fading shader, uses screen_coords instead of texture_coords.
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local w,h | |
local quad | |
local time, value | |
local mask_shader | |
function love.load() | |
w,h = love.graphics.getDimensions() | |
time = 0.0 | |
value = math.sin(time) | |
quad = love.graphics.newQuad(0,0,w,h,w,h) | |
mask_shader = love.graphics.newShader[[ | |
extern number time; | |
extern number width; | |
extern number height; | |
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { | |
number x = (width / 2) - screen_coords.x; | |
number y = (height / 2) - screen_coords.y; | |
number xx = x * x; | |
number yy = y * y; | |
number sum = xx + yy; | |
number dist = sqrt(sum); | |
if(dist > time * min(width, height)){ | |
return color; | |
} | |
else | |
{ | |
discard; | |
} | |
} | |
]] | |
mask_shader:send("time", 0.0) | |
mask_shader:send("width", w) | |
mask_shader:send("height", h) | |
end | |
function love.update(dt) | |
dt = dt / 2 | |
time = time + dt | |
value = (math.sin(time)+1)/2 | |
end | |
function love.draw() | |
love.graphics.setColor(255,0,0) | |
love.graphics.rectangle('fill',0,0,w/2,h/2) | |
love.graphics.setColor(0,255,0) | |
love.graphics.rectangle('fill',w/2,0,w,h/2) | |
love.graphics.setColor(0,0,255) | |
love.graphics.rectangle('fill',0,h/2,w/2,h) | |
love.graphics.setColor(255,255,255) | |
love.graphics.rectangle('fill',w/2,h/2,w,h) | |
love.graphics.setShader(mask_shader) | |
mask_shader:send("time", value) | |
love.graphics.setColor(0,0,0,255) | |
love.graphics.rectangle('fill',0,0,w,h) | |
love.graphics.setShader() | |
love.graphics.print(value,0,0) | |
end |
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