mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 16:17:53 -05:00
159 lines
4.3 KiB
Haxe
159 lines
4.3 KiB
Haxe
package funkin.shaderslmfao;
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import flixel.system.FlxAssets.FlxShader;
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import flixel.util.FlxColor;
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class ColorSwap
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{
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public var shader(default, null):ColorSwapShader;
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public var colorToReplace(default, set):FlxColor;
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public var newColor(default, set):FlxColor;
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public var daTime(default, set):Float;
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public var hasOutline(default, set):Bool = false;
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public var hueShit:Float = 0;
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public function new():Void
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{
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shader = new ColorSwapShader();
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shader.uTime.value = [0];
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shader.money.value = [0];
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shader.awesomeOutline.value = [hasOutline];
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}
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public function update(elapsed:Float):Void
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{
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shader.uTime.value[0] += elapsed;
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hueShit += elapsed;
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// trace(shader.money.value[0]);
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}
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function set_colorToReplace(color:FlxColor):FlxColor
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{
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colorToReplace = color;
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return color;
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}
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function set_hasOutline(lol:Bool):Bool
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{
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shader.awesomeOutline.value = [lol];
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return lol;
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}
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function set_daTime(daTime:Float):Float
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{
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return daTime;
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}
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function set_newColor(color:FlxColor):FlxColor
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{
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newColor = color;
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return color;
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}
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}
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class ColorSwapShader extends FlxShader
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{
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@:glFragmentSource('
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#pragma header
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uniform float uTime;
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uniform float money;
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uniform bool awesomeOutline;
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const float offset = 1.0 / 128.0;
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vec3 normalizeColor(vec3 color)
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{
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return vec3(
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color[0] / 255.0,
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color[1] / 255.0,
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color[2] / 255.0
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);
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}
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]);
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// [0] is the hue???
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swagColor[0] += uTime;
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// swagColor[1] += uTime;
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// money += swagColor[0];
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color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]);
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if (awesomeOutline)
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{
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// Outline bullshit?
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vec2 size = vec2(3, 3);
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if (color.a <= 0.5) {
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float w = size.x / openfl_TextureSize.x;
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float h = size.y / openfl_TextureSize.y;
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if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
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color = vec4(1.0, 1.0, 1.0, 1.0);
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}
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}
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gl_FragColor = color;
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/*
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if (color.a > 0.5)
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gl_FragColor = color;
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else
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{
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float a = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv + offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y - offset)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv - offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y + offset)).a;
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if (color.a < 1.0 && a > 0.0)
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.8);
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else
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gl_FragColor = color;
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} */
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}
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')
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public function new()
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{
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super();
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}
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}
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