Funkin/source/funkin/shaderslmfao/AngleMask.hx

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