mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 08:07:54 -05:00
74 lines
1.8 KiB
Haxe
74 lines
1.8 KiB
Haxe
package funkin.shaderslmfao;
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import flixel.math.FlxPoint;
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import flixel.system.FlxAssets.FlxShader;
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class TitleOutline extends FlxShader
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{
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public var funnyX(default, set):Float = 0;
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public var funnyY(default, set):Float = 0;
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function set_funnyX(x:Float):Float
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{
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xPos.value[0] = x;
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return x;
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}
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function set_funnyY(y:Float):Float
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{
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yPos.value[0] = y;
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return y;
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}
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@:glFragmentSource('
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#pragma header
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// uniform float alphaShit;
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uniform float xPos;
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uniform float yPos;
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uniform int numoutlines = 1;
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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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void main()
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{
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec2 size = vec2(xPos, yPos);
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if (color.a == 0.0) {
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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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vec4 colorOffset = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y - h));
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vec3 hsvShit = rgb2hsv(vec3(colorOffset.r, colorOffset.g, colorOffset.b));
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if (hsvShit.b <= 0.1 && colorOffset.a != 0.)
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color = vec4(0.0, 1.0, 0.8, color.a);
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}
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gl_FragColor = color;
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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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xPos.value = [0];
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yPos.value = [0];
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}
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}
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