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Funkin/source/funkin/shaderslmfao/LeftMaskShader.hx

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package funkin.shaderslmfao;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxShader;
class LeftMaskShader extends FlxShader
{
public var swagMaskX(default, set):Float = 0;
public var swagSprX(default, set):Float = 0;
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public var frameUV(default, set):FlxRect;
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function set_swagSprX(x:Float):Float
{
sprX.value[0] = x;
return x;
}
function set_swagMaskX(x:Float):Float
{
maskX.value[0] = x;
return x;
}
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function set_frameUV(uv:FlxRect):FlxRect
{
trace("SETTING FRAMEUV");
trace(uv);
uvFrameX.value[0] = uv.x;
uvFrameY.value[0] = uv.y;
return uv;
}
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@:glFragmentSource('
#pragma header
uniform float sprX;
uniform float maskX;
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uniform float uvFrameX;
uniform float uvFrameY;
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void main()
{
float cutOff = maskX - sprX;
float sprPos = cutOff / openfl_TextureSize.x;
vec2 uv = openfl_TextureCoordv.xy;
vec4 color = flixel_texture2D(bitmap, uv);
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if (uv.x < sprPos + uvFrameX)
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{
color = vec4(0.0, 0.0, 0.0, 0.0);
}
gl_FragColor = color;
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// vec4 testCol = vec4(openfl_Position.x, openfl_Position.y, openfl_Position.z, 1.0);
//gl_FragColor = vec4(1.0, openfl_TextureSize.x, 1.0, 1.0);
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}
')
public function new()
{
super();
sprX.value = [0];
maskX.value = [0];
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uvFrameX.value = [0];
uvFrameY.value = [0];
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}
}