Funkin/source/funkin/graphics/shaders/AngleMask.hx

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package funkin.graphics.shaders;
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import flixel.system.FlxAssets.FlxShader;
class AngleMask extends FlxShader
{
@:glFragmentSource('
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#pragma header
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uniform vec2 endPosition;
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
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// ====== GAMMA CORRECTION ====== //
// Helps with color mixing -- good to have by default in almost any shader
// See https://www.shadertoy.com/view/lscSzl
vec3 gamma(in vec3 color) {
return pow(color, vec3(1.0 / 2.2));
}
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vec4 mainPass(vec2 fragCoord) {
vec4 base = texture2D(bitmap, fragCoord);
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vec2 uv = fragCoord.xy;
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vec2 start = vec2(0.0, 0.0);
vec2 end = vec2(endPosition.x / openfl_TextureSize.x, 1.0);
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float dx = end.x - start.x;
float dy = end.y - start.y;
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float angle = atan(dy, dx);
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uv.x -= start.x;
uv.y -= start.y;
float uvA = atan(uv.y, uv.x);
if (uvA < angle)
return base;
else
return vec4(0.0);
}
vec4 antialias(vec2 fragCoord) {
const float AA_STAGES = 2.0;
const float AA_TOTAL_PASSES = AA_STAGES * AA_STAGES + 1.0;
const float AA_JITTER = 0.5;
// Run the shader multiple times with a random subpixel offset each time and average the results
vec4 color = mainPass(fragCoord);
for (float x = 0.0; x < AA_STAGES; x++)
{
for (float y = 0.0; y < AA_STAGES; y++)
{
vec2 offset = AA_JITTER * (2.0 * hash22(vec2(x, y)) - 1.0) / openfl_TextureSize.xy;
color += mainPass(fragCoord + offset);
}
}
return color / AA_TOTAL_PASSES;
}
void main() {
vec4 col = antialias(openfl_TextureCoordv);
// col.xyz = gamma(col.xyz);
gl_FragColor = col;
}')
public function new()
{
super();
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endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY?
}
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}