optimization in whole tiles creation

This commit is contained in:
lustlion
2022-02-07 09:24:41 +01:00
parent dedb0d884c
commit 75b7aad1e6
5 changed files with 131 additions and 55 deletions

View File

@@ -1,4 +1,5 @@
myShader = love.graphics.newShader[[
Shaders = {}
Shaders.InsideLight = love.graphics.newShader[[
uniform vec2 light_pos;
uniform vec3 light_color;
uniform float range;
@@ -10,12 +11,10 @@ myShader = love.graphics.newShader[[
float distance_x = light_pos.x - screen_coords.x;
float distance_y = light_pos.y - screen_coords.y;
float distance = 1-sqrt( pow(distance_x,2) + pow(distance_y,2) ) / game_scale;
float distance = sqrt( pow(distance_x,2) + pow(distance_y,2) ) / game_scale;
if (distance < range){
float alpha = (distance/range);
if (pixel.a > alpha){
pixel.a = alpha;
}
float alpha = 1-(distance/10);
pixel.a = alpha;
if (color.r<light_color.r){
color.r = light_color.r;
}
@@ -29,3 +28,25 @@ myShader = love.graphics.newShader[[
return pixel * color;
}
]]
Shaders.OutsideDark = love.graphics.newShader[[
uniform vec2 light_pos;
uniform float range;
uniform float game_scale;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
vec4 pixel = Texel(texture, texture_coords );//This is the current pixel color
float distance_x = light_pos.x - screen_coords.x;
float distance_y = light_pos.y - screen_coords.y;
float distance = sqrt( pow(distance_x,2) + pow(distance_y,2) ) / game_scale;
if (distance < range){
float alpha = (distance/range);
if (pixel.a > alpha){
pixel.a = alpha;
}
}
return pixel * color;
}
]]