Created
September 10, 2018 01:45
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local defaultVert = [[ | |
vec4 position(mat4 transform_projection, vec4 vertex_position) | |
{ | |
// The order of operations matters when doing matrix multiplication. | |
return transform_projection * vertex_position; | |
} | |
]] | |
local gbufferPixel = [[ | |
uniform Image MainTex; | |
extern Image normal; | |
void effect() | |
{ | |
love_Canvases[0] = Texel(MainTex, VaryingTexCoord.xy); | |
love_Canvases[1] = Texel(normal, VaryingTexCoord.xy); | |
} | |
]] | |
local gbufferShader = love.graphics.newShader(defaultVert, gbufferPixel) | |
local pointLightShader = love.graphics.newShader(defaultVert, [[ | |
extern Image normal; | |
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) | |
{ | |
vec3 lightPos = vec3(400, 300, 100); | |
vec3 lightDir = normalize(lightPos - vec3(screen_coords, 0)); | |
vec3 lightc = vec3(0.5, 0.5, 0.5); | |
vec3 albedo = vec3(Texel(texture, texture_coords)); | |
vec3 normal = normalize(Texel(normal, texture_coords).xyz * 2.0 - 1.0) ; | |
vec3 diffuse = max(dot(lightDir, normal), 0.0) * lightc; | |
return vec4(diffuse * albedo, 1); | |
} | |
]]) | |
function love.load() | |
local w, h = love.graphics.getDimensions() | |
albedo = love.graphics.newCanvas() | |
normal = love.graphics.newCanvas() | |
albedo:setFilter("nearest", "nearest", 0) | |
normal:setFilter("nearest", "nearest", 0) | |
amap = love.graphics.newImage("wallalbedo.png") | |
nmap = love.graphics.newImage("wallnormal.png") | |
amap:setFilter("nearest", "nearest") | |
nmap:setFilter("nearest", "nearest") | |
amap:setWrap("repeat") | |
nmap:setWrap("repeat") | |
tiles = love.graphics.newQuad( 0, 0, w, h, amap:getDimensions()) | |
end | |
function love.draw() | |
love.graphics.push() | |
love.graphics.scale(2) | |
love.graphics.setCanvas(albedo, normal) | |
love.graphics.setShader(gbufferShader) | |
gbufferShader:send("normal", nmap) | |
love.graphics.draw(amap, tiles, 0, 0) | |
love.graphics.setCanvas() | |
--love.graphics.setShader(pointLightShader) | |
--pointLightShader:send("normal", normal) | |
love.graphics.draw(normal, 0, 0) | |
love.graphics.pop() | |
end |
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