mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 16:17:53 -05:00
70 lines
2.1 KiB
Haxe
70 lines
2.1 KiB
Haxe
package funkin.ui.transition.preload;
|
|
|
|
import flixel.tweens.FlxEase;
|
|
import flixel.tweens.FlxTween;
|
|
import openfl.display.GraphicsShader;
|
|
|
|
class VFDOverlay extends GraphicsShader
|
|
{
|
|
public var elapsedTime(default, set):Float = 0;
|
|
|
|
function set_elapsedTime(value:Float):Float
|
|
{
|
|
u_time.value = [value];
|
|
return value;
|
|
}
|
|
|
|
@:glFragmentSource('#pragma header
|
|
const vec2 s = vec2(1, 1.7320508);
|
|
|
|
uniform float u_time;
|
|
|
|
float rand(float co) { return fract(sin(co*(91.3458)) * 47453.5453); }
|
|
float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); }
|
|
|
|
void main(void) {
|
|
vec4 col = texture2D (bitmap, openfl_TextureCoordv);
|
|
vec2 game_res = vec2(1280.0, 720.0);
|
|
const float tileAmount = 10.;
|
|
|
|
vec2 uv = (2. * openfl_TextureCoordv.xy * -1.);
|
|
uv *= 50.;
|
|
|
|
vec4 hexCenter = floor(vec4(uv, uv - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
|
|
vec4 offset = vec4(uv - hexCenter.xy * s, uv - (hexCenter.zw + 0.5) * s) + 0.0;
|
|
vec4 hexInfo = dot(offset.xy, offset.xy) < dot(offset.zw, offset.zw) ? vec4(offset.xy, hexCenter.xy) : vec4(offset.zw, hexCenter.zw);
|
|
|
|
// Distance to the nearest edge of a hexagon
|
|
vec2 p = abs(hexInfo.xy) ;
|
|
float edgeDist = max(dot(p, normalize(vec2(1.0, sqrt(3.0)))), p.x);
|
|
float edgeWidth = 0.05 * tileAmount; // Adjust edge width based on tile amount
|
|
float edgeSharpness = 0.011 * tileAmount;
|
|
|
|
float outline = smoothstep(edgeWidth - edgeSharpness, edgeWidth, edgeDist);
|
|
float color_mix = mix(0.0, 0.3, outline); // Mix black outline with white fill
|
|
|
|
float flicker = (sin(u_time) * 0.05) + 1.0;
|
|
float sinshit = smoothstep(-3.0, 1.0, sin(uv.y * 3.));
|
|
|
|
col = vec4(vec3(0.0), color_mix);
|
|
col = mix(col, vec4(0., 0., 0., sinshit), 0.5 * flicker);
|
|
|
|
float specs = rand(uv.xy);
|
|
vec4 noise = vec4(0., 0., 0., specs);
|
|
col = mix(col, noise, 0.1);
|
|
|
|
gl_FragColor = col;
|
|
}
|
|
')
|
|
public function new()
|
|
{
|
|
super();
|
|
|
|
this.elapsedTime = 0;
|
|
}
|
|
|
|
public function update(elapsed:Float):Void
|
|
{
|
|
this.elapsedTime += elapsed;
|
|
}
|
|
}
|