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July 3, 2023 11:16
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some examples, how color arithmetic operators can be used
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local function BlendColor(a, b, frac) | |
return a * (1 - frac) + b * frac | |
end | |
-- simple blending example | |
do | |
local red = Color(192, 57, 43) | |
local blue = Color(41, 128, 185) | |
hook.Add("HUDPaint", "color blending cycle", function() | |
local frac = (math.sin(RealTime() * 2) + 1) / 2 | |
local blended = BlendColor(red, blue, frac) | |
surface.SetDrawColor(blended) | |
surface.DrawRect(64, 256 + 64, 128, 128) | |
end) | |
end | |
local function Clear(col) | |
render.Clear(col.r, col.g, col.b, col.a, true, true) | |
end | |
-- neon glow line | |
do | |
local rt = GetRenderTargetEx( | |
"NeonGlow", | |
1, 1, RT_SIZE_FULL_FRAME_BUFFER, | |
MATERIAL_RT_DEPTH_SEPARATE, | |
bit.bor(1, 256), | |
0, | |
IMAGE_FORMAT_RGBA8888 | |
) | |
local rtMat = CreateMaterial("NeonGlow", "UnlitGeneric", { | |
["$basetexture"] = rt:GetName(), | |
["$translucent"] = "1" | |
}) | |
local color = { | |
inner = Color(255, 255, 255), | |
outer = Color(255, 50, 70, 0) | |
} | |
local pos = Vector(256, 256 + 64) | |
local size = Vector(256, 2) | |
local distance = 10 | |
local spread = 1 | |
render.PushRenderTarget(rt) | |
render.Clear(0, 0, 0, 0, true, true) | |
for i = distance, 1, -1 do | |
local frac = i / distance | |
local step = (i - 1) * spread | |
render.SetViewPort(pos.x, pos.y - step, size.x, size.y + step * 2) | |
Clear( | |
BlendColor(color.inner, color.outer, frac) | |
) | |
end | |
render.SetViewPort(pos.x, pos.y, size.x, size.y) | |
Clear(color.inner) | |
render.PopRenderTarget() | |
hook.Add("HUDPaint", "NeonGlow", function() | |
render.SetMaterial(rtMat) | |
render.DrawScreenQuad() | |
end) | |
end | |
-- invert | |
do | |
local rt = GetRenderTarget("Invert", 256, 256) | |
local rtMat = CreateMaterial("Invert", "UnlitGeneric", { | |
["$basetexture"] = rt:GetName(), | |
["$translucent"] = "1" | |
}) | |
render.PushRenderTarget(rt) | |
cam.Start2D() | |
surface.SetDrawColor(255, 255, 255) | |
surface.SetMaterial(Material("data/pre_bloom.png")) | |
surface.DrawTexturedRect(0, 0, 256, 256) | |
cam.End2D() | |
render.CapturePixels() | |
render.PopRenderTarget() | |
local y = 1 | |
local fps = 5 | |
hook.Add("HUDPaint", "Invert", function() | |
for _ = 1, fps do | |
if y < 256 then | |
render.PushRenderTarget(rt) | |
for x = 1, 256 do | |
local color = Color(render.ReadPixel(x, y)) | |
color:Invert() | |
render.SetViewPort(x, y, 1, 1) | |
Clear(color) | |
end | |
render.PopRenderTarget() | |
y = y + 1 | |
else | |
y = 1 | |
render.PushRenderTarget(rt) | |
render.CapturePixels() | |
render.PopRenderTarget() | |
end | |
end | |
surface.SetDrawColor(255, 255, 255) | |
surface.SetMaterial(rtMat) | |
surface.DrawTexturedRect(512 + 64, 256 + 64, 256, 256) | |
end) | |
end |
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data/pre_bloom.png
I used this pic when writing a bloom pseudo shader and reused it in this gist