Created
June 25, 2024 07:27
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This shader is enabled when the player in my game is dead
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// Copyright © 2024 MGDS Studio. All rights reserved. | |
/** Used to create a visual effect when the player in my game is dead. | |
* Values must be passed: | |
shaderProgram.setUniformf( "time", deltaTime ); | |
shaderProgram.setUniformf( "u_imageSize", new Vector2(textureRegion.getWidth(), textureRegion.getHeight()) ); | |
*/ | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
/* For grayscale */ | |
const float START_RELATIVE_SHIFTING = 1.0; | |
const float END_RELATIVE_SHIFTING = 0.20; | |
const float TIME_TO_CHANGE_COLOR = 3.0; //sec | |
/** For blur */ | |
varying vec4 v_color; | |
varying vec2 v_texCoords; | |
uniform sampler2D u_texture; | |
uniform vec2 u_imageSize; | |
//uniform int u_blurRadius; | |
const float TIME_TO_CHANGE_BLUR = 6.0; //sec | |
const float MIN_BLUR_RADIUS = 1.0; | |
const float MAX_BLUR_RADIUS = 8.0; | |
/** For both */ | |
uniform float time; | |
void applyBlurFilter(){ | |
vec4 color = texture2D(u_texture, v_texCoords); | |
vec2 pixelToTextureCoords = 1.0 / u_imageSize; | |
vec4 averageColor = vec4(0.0, 0.0, 0.0, 0.0); | |
float relativeEllapsedTime = time/TIME_TO_CHANGE_BLUR; | |
if (relativeEllapsedTime > 1.0) relativeEllapsedTime = 1.0; | |
int u_blurRadius = int(MIN_BLUR_RADIUS) + int(relativeEllapsedTime*(MAX_BLUR_RADIUS-MIN_BLUR_RADIUS)); | |
for (int dx = -u_blurRadius; dx <= u_blurRadius; dx++) | |
{ | |
for (int dy = -u_blurRadius; dy <= u_blurRadius; dy++) | |
{ | |
vec2 point = v_texCoords + vec2(dx,dy) * pixelToTextureCoords; | |
averageColor += texture2D(u_texture, point); | |
} | |
} | |
averageColor /= pow(2.0 * u_blurRadius + 1.0, 2.0); | |
gl_FragColor = v_color * averageColor; | |
} | |
void applyGrayscaleFilter(){ | |
float relativeColorShifting = END_RELATIVE_SHIFTING+(1.0-time/TIME_TO_CHANGE_COLOR)*(START_RELATIVE_SHIFTING-END_RELATIVE_SHIFTING); | |
if (relativeColorShifting<END_RELATIVE_SHIFTING) relativeColorShifting = END_RELATIVE_SHIFTING; | |
float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0; | |
float red = average + (gl_FragColor.r-average)*relativeColorShifting; | |
float green = average + (gl_FragColor.g-average)*relativeColorShifting; | |
float blue = average + (gl_FragColor.b-average)*relativeColorShifting; | |
gl_FragColor.rgb = vec3(red,green, blue); | |
} | |
void main() | |
{ | |
applyBlurFilter(); | |
applyGrayscaleFilter(); | |
} |
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