-
-
Save Mon-Ouie/1084533 to your computer and use it in GitHub Desktop.
Pixelation shader in Ray
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Pixelation post-processing effect | |
# http://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/ | |
# Shaders ------------------- | |
PIXEL_SHADER =<<END | |
uniform sampler2D sceneTex; // 0 | |
uniform float vx_offset; | |
uniform float rt_w; // GeeXLab built-in | |
uniform float rt_h; // GeeXLab built-in | |
uniform float pixel_w; // 15.0 | |
uniform float pixel_h; // 10.0 | |
void main() | |
{ | |
vec2 uv = gl_TexCoord[0].xy; | |
vec3 tc = vec3(1.0, 0.0, 0.0); | |
if (uv.x < (vx_offset-0.005)) | |
{ | |
float dx = pixel_w*(1./rt_w); | |
float dy = pixel_h*(1./rt_h); | |
vec2 coord = vec2(dx*floor(uv.x/dx), | |
dy*floor(uv.y/dy)); | |
tc = texture2D(sceneTex, coord).rgb; | |
} | |
else if (uv.x>=(vx_offset+0.005)) | |
{ | |
tc = texture2D(sceneTex, uv).rgb; | |
} | |
gl_FragColor = vec4(tc, 1.0); | |
} | |
END | |
# Code ---------------------------- | |
$:.unshift File.expand_path(File.dirname(__FILE__) + "/../../lib") | |
$:.unshift File.expand_path(File.dirname(__FILE__) + "/../../ext") | |
require 'ray' | |
def path_of(res) | |
File.expand_path File.join(File.dirname(__FILE__), '../../test/res', res) | |
end | |
Ray.game "Pixelization shader" do | |
register { add_hook :quit, method(:exit!) } | |
scene :pixelization do | |
@sprites = [] | |
@sprites << sprite(path_of("sprite.png")) | |
@sprites << sprite(path_of("sprite.png"), at: [400, 200]) | |
window.shader.compile(:frag => StringIO.new(PIXEL_SHADER)) | |
window.shader[:sceneTex] = 0 | |
window.shader[:rt_w] = 640 | |
window.shader[:rt_h] = 480 | |
window.shader[:vx_offset] = 0.45 # How much of screen to pixelize (0: none, 0.5: left side, 1: all ) | |
window.shader[:pixel_w] = 1.0 # Width of meta-pixel in pixels. | |
window.shader[:pixel_h] = 1.0 # Height of meta-pixel in pixels. | |
# Animate so that processed pixels grow from 1 to 100 normal pixels. | |
@animation = block_animation :duration => 5, :block => proc { |target, progression| | |
target[:pixel_w] = progression | |
target[:pixel_h] = progression | |
} | |
@animation.start window.shader | |
always do | |
@animation.update | |
end | |
render do |win| | |
@sprites.each {|s| win.draw s } | |
end | |
end | |
scenes << :pixelization | |
end |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment