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@micaiahparker
Created February 17, 2015 03:44
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function love.load()
image = love.graphics.newImage('images//image.png')
love.window.setTitle("Red/Green Inverse")
newHeight = 300
newWidth = (newHeight * image:getWidth())/image:getHeight()
love.window.setMode(newWidth, newHeight*2)
factor = (newHeight/newWidth)*(newWidth/newHeight)
myShader = love.graphics.newShader[[
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
vec4 pixel = Texel(texture, texture_coords );//This is the current pixel color
number r = pixel.r;
pixel.r = pixel.g;
pixel.g = r;
return pixel;
}
]]
end
function love.update(dt)
if love.keyboard.isDown('up') then
factor = factor +.001
end
if love.keyboard.isDown('down') then
factor = factor -.001
end
end
function love.draw()
love.graphics.setShader() --draw something here
love.graphics.draw(image, 0, 0, 0, factor, factor)
love.graphics.print("Factor: "..factor, 10, 5)
love.graphics.print("WH: "..newWidth/newHeight, 10, 15)
love.graphics.print("WH/HW: "..(newWidth/newHeight)/(newHeight/newWidth), 10, 25)
love.graphics.print("HW: "..newHeight/newWidth, 10, 35)
love.graphics.print("HW/WH: "..(newHeight/newWidth)/(newWidth/newHeight), 10, 45)
love.graphics.print("Width: "..newWidth, 10, 55)
love.graphics.print("Height: "..newHeight, 10, 65)
love.graphics.setShader(myShader)
love.graphics.draw(image, 0, newHeight, 0, factor, factor)
end
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