From e4440ed627e133808d3c82c1ef72e3cf6bcfa128 Mon Sep 17 00:00:00 2001 From: LostHorde Date: Sat, 28 Mar 2026 19:57:07 +0300 Subject: [PATCH 1/5] Fix shaders for glsl es --- assets/shaders/vignette.fs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/assets/shaders/vignette.fs b/assets/shaders/vignette.fs index ea9c51ac..103b4112 100644 --- a/assets/shaders/vignette.fs +++ b/assets/shaders/vignette.fs @@ -12,7 +12,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords a = 2. * (1. - a); if (a > 1.) {a = 1.;}; a = 1. - a; - return tex * vec4(1-a, 1-a, 1-a, 1); + return tex * vec4(1.-a, 1.-a, 1.-a, 1.); } #ifdef VERTEX @@ -20,4 +20,4 @@ vec4 position( mat4 transform_projection, vec4 vertex_position ) { return transform_projection * vertex_position; } -#endif \ No newline at end of file +#endif From 95403c7bf6a90685796ded9b9915a3fb433c696a Mon Sep 17 00:00:00 2001 From: LostHorde Date: Sat, 28 Mar 2026 19:59:24 +0300 Subject: [PATCH 2/5] Fix shaders for glsl es --- assets/shaders/invertradius.fs | 217 ++++++++++++++++----------------- 1 file changed, 108 insertions(+), 109 deletions(-) diff --git a/assets/shaders/invertradius.fs b/assets/shaders/invertradius.fs index 373b9cc9..a44f0837 100644 --- a/assets/shaders/invertradius.fs +++ b/assets/shaders/invertradius.fs @@ -12,155 +12,154 @@ float lindist(float a,float b){ return abs(a-b); } -number hue(number s, number t, number h) +float hue(float s, float t, float h) { - number hs = mod(h, 1.)*6.; - if (hs < 1.) return (t-s) * hs + s; - if (hs < 3.) return t; - if (hs < 4.) return (t-s) * (4.-hs) + s; - return s; + float hs = mod(h, 1.0) * 6.0; + if (hs < 1.0) return (t - s) * hs + s; + if (hs < 3.0) return t; + if (hs < 4.0) return (t - s) * (4.0 - hs) + s; + return s; } vec4 RGB(vec4 c) { - if (c.y < 0.0001) - return vec4(vec3(c.z), c.a); + if (c.y < 0.0001) + return vec4(vec3(c.z), c.a); - number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); - number s = 2.0 * c.z - t; - return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); + float t = (c.z < 0.5) ? c.y * c.z + c.z : -c.y * c.z + (c.y + c.z); + float s = 2.0 * c.z - t; + return vec4(hue(s, t, c.x + 1.0/3.0), hue(s, t, c.x), hue(s, t, c.x - 1.0/3.0), c.w); } vec4 HSL(vec4 c) { - number low = min(c.r, min(c.g, c.b)); - number high = max(c.r, max(c.g, c.b)); - number delta = high - low; - number sum = high+low; - - vec4 hsl = vec4(.0, .0, .5 * sum, c.a); - if (delta == .0) - return hsl; - - hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); - - if (high == c.r) - hsl.x = (c.g - c.b) / delta; - else if (high == c.g) - hsl.x = (c.b - c.r) / delta + 2.0; - else - hsl.x = (c.r - c.g) / delta + 4.0; - - hsl.x = mod(hsl.x / 6., 1.); - return hsl; + float low = min(c.r, min(c.g, c.b)); + float high = max(c.r, max(c.g, c.b)); + float delta = high - low; + float sum = high + low; + + vec4 hsl = vec4(0.0, 0.0, 0.5 * sum, c.a); + if (delta == 0.0) + return hsl; + + hsl.y = (hsl.z < 0.5) ? delta / sum : delta / (2.0 - sum); + + if (high == c.r) + hsl.x = (c.g - c.b) / delta; + else if (high == c.g) + hsl.x = (c.b - c.r) / delta + 2.0; + else + hsl.x = (c.r - c.g) / delta + 4.0; + + hsl.x = mod(hsl.x / 6.0, 1.0); + return hsl; } -vec2 polar_coords(vec2 pos,vec2 origin){ - vec2 normalized=pos-origin; - origin=vec2(0.,0.); - float r=distance(normalized,origin); - float theta=atan(normalized.y,normalized.x); - - return vec2(r,theta); +vec2 polar_coords(vec2 pos, vec2 origin){ + vec2 normalized = pos - origin; + origin = vec2(0.0, 0.0); + float r = distance(normalized, origin); + float theta = atan(normalized.y, normalized.x); + return vec2(r, theta); } -float min_dist=dist; -float max_dist=2*dist; - float get_t(vec2 pos){ - float d=distance(center_pos,pos); - float t=0.; - if(min_dist max_dist) { - float str = (rad - abs(max_mult-cdist)) / rad; - tex.rgb *= max(str*max_mult,1.0); + if (cdist > maxDist) { + float str = (rad - abs(maxDist - cdist)) / rad; + tex.rgb *= max(str * max_mult, 1.0); } - + return tex; } #ifdef VERTEX -vec4 position(mat4 transform_projection,vec4 vertex_position) +vec4 position(mat4 transform_projection, vec4 vertex_position) { - return transform_projection*vertex_position; + return transform_projection * vertex_position; } -#endif \ No newline at end of file +#endif From ae7659fd029c174afa4a4a472e352ab65c85db46 Mon Sep 17 00:00:00 2001 From: LostHorde Date: Sat, 28 Mar 2026 20:01:26 +0300 Subject: [PATCH 3/5] Fix shaders for glsl es --- assets/shaders/flashlight.fs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/assets/shaders/flashlight.fs b/assets/shaders/flashlight.fs index 579d477c..be74d159 100644 --- a/assets/shaders/flashlight.fs +++ b/assets/shaders/flashlight.fs @@ -9,7 +9,7 @@ float rand(vec2 c){ } float psin(float x) { - return (1+sin(x))/2; + return (1.0 + sin(x)) / 2.0; } float hash(vec2 p) { @@ -17,12 +17,12 @@ float hash(vec2 p) { } float noise(vec2 p) { - vec2 i = floor(p); + vec2 ip = floor(p); vec2 f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f); return mix( - mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), u.x), - mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), + mix(hash(ip + vec2(0.0, 0.0)), hash(ip + vec2(1.0, 0.0)), u.x), + mix(hash(ip + vec2(0.0, 1.0)), hash(ip + vec2(1.0, 1.0)), u.x), u.y ); } @@ -30,7 +30,7 @@ float noise(vec2 p) { float fbm(vec2 p) { float val = 0.0; float amp = 0.5; - for (int i = 0; i < 5; i++) { + for (int j = 0; j < 5; j++) { val += amp * noise(p); p *= 2.0; amp *= 0.5; @@ -75,7 +75,7 @@ vec4 effect( vec4 colour, Image texture, vec2 tc, vec2 screen_coords ) vec3 baseColor = mix(vec3(skyBase), orangeSky, 0.6); vec3 finalColor = baseColor + warmFlash + lightningAura; - tex.rgb = tex.rgb * ((dist - distance(center_pos, screen_coords))/dist) + finalColor * (1 - ((dist - distance(center_pos, screen_coords))/dist)) * 0.25; + tex.rgb = tex.rgb * ((dist - distance(center_pos, screen_coords)) / dist) + finalColor * (1.0 - ((dist - distance(center_pos, screen_coords)) / dist)) * 0.25; return tex; } @@ -87,4 +87,4 @@ vec4 position( mat4 transform_projection, vec4 vertex_position ) { return transform_projection * vertex_position; } -#endif \ No newline at end of file +#endif From 0114df16b4e20eaadd6bc4ce411f25a35ab5212b Mon Sep 17 00:00:00 2001 From: LostHorde Date: Sat, 28 Mar 2026 20:02:47 +0300 Subject: [PATCH 4/5] Fix shaders for glsl es --- assets/shaders/eeshader.fs | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/assets/shaders/eeshader.fs b/assets/shaders/eeshader.fs index 05e35be7..3ae9003f 100644 --- a/assets/shaders/eeshader.fs +++ b/assets/shaders/eeshader.fs @@ -75,7 +75,7 @@ float noise(vec2 p, float freq ){ vec2 ij = floor(p/unit); vec2 xy = mod(p,unit)/unit; //xy = 3.*xy*xy-2.*xy*xy*xy; - xy = .5*(1.-cos(PI*xy)); + xy = .5*(1.0 - cos(PI*xy)); float a = rand((ij+vec2(0.,0.))); float b = rand((ij+vec2(1.,0.))); float c = rand((ij+vec2(0.,1.))); @@ -112,9 +112,9 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords vec2 real_uv = screen_coords; vec2 uv = screen_coords; - float dummy = 2; - if(shadow) {dummy = 3;} - if(uv.x > uv.x * 2) {uv = eeshader*dissolve*burn_colour_1.x*burn_colour_2.x*time*dummy;} + float dummy = 2.; + if(shadow) {dummy = 3.;} + if(uv.x > uv.x * 2.) {uv = eeshader*dissolve*burn_colour_1.x*burn_colour_2.x*time*dummy;} float sprite_width = texture_details.z / image_details.x; // Normalized width float min_x = texture_details.x * sprite_width; // min X @@ -134,7 +134,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords a=sqrt(a); uv += uv.y*0.15; vec2 q = uv.xy; - vec2 p = -1.0+2.0*q; + vec2 p = vec2(-1.0) + 2.0*q; //p.x *= image_details.x/image_details.y; // Rain vec4 col2 = vec4(0,0,0,1); @@ -145,7 +145,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords col2 += f*8.; col2.g = 0.0; col2.b = 0.0; - col2.a = 1; + col2.a = 1.; return tex*0.65 + col2; } @@ -204,9 +204,9 @@ vec4 position( mat4 transform_projection, vec4 vertex_position ) } float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; - float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) - *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); + float scale = 0.2*(-0.03 - 0.3*max(0., 0.3 - mid_dist)) + *hovering*(length(mouse_offset)*length(mouse_offset))/(2. - mid_dist); - return transform_projection * vertex_position + vec4(0,0,0,scale); + return transform_projection * vertex_position + vec4(0.,0.,0.,scale); } -#endif \ No newline at end of file +#endif From 4f41759cc75a42a85882eb5e2f3e52e7203cb699 Mon Sep 17 00:00:00 2001 From: LostHorde Date: Sat, 28 Mar 2026 20:14:02 +0300 Subject: [PATCH 5/5] . --- assets/shaders/invertradius.fs | 1 + 1 file changed, 1 insertion(+) diff --git a/assets/shaders/invertradius.fs b/assets/shaders/invertradius.fs index a44f0837..4e76812f 100644 --- a/assets/shaders/invertradius.fs +++ b/assets/shaders/invertradius.fs @@ -114,6 +114,7 @@ vec4 effect(vec4 colour, Image texture, vec2 tc, vec2 screen_coords) iterated++; } } + t /= iterated; vec4 inverted = tex;