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Funkin/source/funkin/ui/transition/preload/VFDOverlay.hx

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2024-03-29 21:54:20 +00:00
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;
}
}