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Funkin/source/shaderslmfao/OverlayBlend.hx

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package shaderslmfao;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxShader;
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class OverlayBlend extends FlxShader
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{
// these r copypaste
public var funnyX(default, set):Float = 0;
public var funnyY(default, set):Float = 0;
function set_funnyX(x:Float):Float
{
xPos.value[0] = x;
return x;
}
function set_funnyY(y:Float):Float
{
yPos.value[0] = y;
return y;
}
@:glFragmentSource('
#pragma header
uniform float alphaShit;
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uniform float yPos;
uniform float xPos;
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uniform sampler2D funnyShit;
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vec4 blendOverlay(vec4 base, vec4 blend)
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{
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vec4 mixed = mix(1.0 - 2.0 * (1.0 - base) * (1.0 - blend), 2.0 * base * blend, step(base, vec4(0.5)));
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// mixed = mix(mixed, blend, base.a); // proper alpha mixing?
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return mixed;
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}
void main()
{
vec2 funnyUv = openfl_TextureCoordv;
vec4 color = flixel_texture2D(bitmap, funnyUv);
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vec2 reallyFunnyUv = vec2(vec2(0.0, 0.0) - gl_FragCoord.xy / openfl_TextureSize.xy);
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vec4 gf = flixel_texture2D(funnyShit, openfl_TextureCoordv.xy + vec2(0.1, 0.2));
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vec4 mixedCol = blendOverlay(color, gf);
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gl_FragColor = mixedCol;
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}
')
public function new()
{
super();
xPos.value = [0];
yPos.value = [0];
}
}