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https://github.com/FunkinCrew/Funkin.git
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150 lines
3.5 KiB
Haxe
150 lines
3.5 KiB
Haxe
package;
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// STOLEN FROM HAXEFLIXEL DEMO LOL
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import flixel.system.FlxAssets.FlxShader;
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enum WiggleEffectType
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{
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DREAMY;
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WAVY;
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HEAT_WAVE_HORIZONTAL;
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HEAT_WAVE_VERTICAL;
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FLAG;
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}
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class WiggleEffect
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{
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public var shader(default, null):WiggleShader = new WiggleShader();
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public var effectType(default, set):WiggleEffectType = DREAMY;
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public var waveSpeed(default, set):Float = 0;
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public var waveFrequency(default, set):Float = 0;
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public var waveAmplitude(default, set):Float = 0;
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public function new():Void
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{
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shader.uTime.value = [0];
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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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}
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function set_effectType(v:WiggleEffectType):WiggleEffectType
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{
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effectType = v;
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shader.effectType.value = [WiggleEffectType.getConstructors().indexOf(Std.string(v))];
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return v;
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}
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function set_waveSpeed(v:Float):Float
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{
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waveSpeed = v;
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shader.uSpeed.value = [waveSpeed];
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return v;
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}
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function set_waveFrequency(v:Float):Float
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{
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waveFrequency = v;
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shader.uFrequency.value = [waveFrequency];
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return v;
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}
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function set_waveAmplitude(v:Float):Float
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{
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waveAmplitude = v;
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shader.uWaveAmplitude.value = [waveAmplitude];
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return v;
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}
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}
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class WiggleShader extends FlxShader
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{
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@:glFragmentSource('
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#pragma header
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//uniform float tx, ty; // x,y waves phase
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uniform float uTime;
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const int EFFECT_TYPE_DREAMY = 0;
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const int EFFECT_TYPE_WAVY = 1;
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const int EFFECT_TYPE_HEAT_WAVE_HORIZONTAL = 2;
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const int EFFECT_TYPE_HEAT_WAVE_VERTICAL = 3;
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const int EFFECT_TYPE_FLAG = 4;
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uniform int effectType;
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/**
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* How fast the waves move over time
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*/
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uniform float uSpeed;
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/**
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* Number of waves over time
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*/
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uniform float uFrequency;
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/**
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* How much the pixels are going to stretch over the waves
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*/
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uniform float uWaveAmplitude;
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vec2 sineWave(vec2 pt)
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{
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float x = 0.0;
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float y = 0.0;
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if (effectType == EFFECT_TYPE_DREAMY)
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{
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float w = 1 / openfl_TextureSize.y;
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float h = 1 / openfl_TextureSize.x;
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// look mom, I know how to write shaders now
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pt.x = floor(pt.x / h) * h;
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float offsetX = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
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pt.y += floor(offsetX / w) * w; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
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pt.y = floor(pt.y / w) * w;
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float offsetY = sin(pt.y * (uFrequency / 2.0) + uTime * (uSpeed / 2.0)) * (uWaveAmplitude / 2.0);
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pt.x += floor(offsetY / h) * h; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
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}
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else if (effectType == EFFECT_TYPE_WAVY)
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{
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float offsetY = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
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pt.y += offsetY; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
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}
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else if (effectType == EFFECT_TYPE_HEAT_WAVE_HORIZONTAL)
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{
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x = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
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}
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else if (effectType == EFFECT_TYPE_HEAT_WAVE_VERTICAL)
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{
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y = sin(pt.y * uFrequency + uTime * uSpeed) * uWaveAmplitude;
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}
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else if (effectType == EFFECT_TYPE_FLAG)
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{
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y = sin(pt.y * uFrequency + 10.0 * pt.x + uTime * uSpeed) * uWaveAmplitude;
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x = sin(pt.x * uFrequency + 5.0 * pt.y + uTime * uSpeed) * uWaveAmplitude;
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}
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return vec2(pt.x + x, pt.y + y);
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}
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void main()
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{
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vec2 uv = sineWave(openfl_TextureCoordv);
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gl_FragColor = texture2D(bitmap, uv);
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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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