2022-03-08 03:13:53 -05:00
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package funkin.shaderslmfao;
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2021-10-21 23:08:48 -04:00
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import flixel.system.FlxAssets.FlxShader;
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class AngleMask extends FlxShader
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{
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2023-01-22 22:25:45 -05:00
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@:glFragmentSource('
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2021-10-21 23:08:48 -04:00
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#pragma header
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uniform vec2 endPosition;
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void main()
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{
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vec4 base = texture2D(bitmap, openfl_TextureCoordv);
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vec2 uv = openfl_TextureCoordv.xy;
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vec2 start = vec2(0.0, 0.0);
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vec2 end = vec2(endPosition.x / openfl_TextureSize.x, 1.0);
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float dx = end.x - start.x;
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float dy = end.y - start.y;
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float angle = atan(dy, dx);
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uv.x -= start.x;
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uv.y -= start.y;
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float uvA = atan(uv.y, uv.x);
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if (uvA < angle)
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gl_FragColor = base;
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else
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gl_FragColor = vec4(0.0);
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}')
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2023-01-22 22:25:45 -05:00
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public function new()
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{
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super();
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2021-10-21 23:08:48 -04:00
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2023-01-22 22:25:45 -05:00
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endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY?
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}
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2021-10-21 23:08:48 -04:00
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}
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