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color tint for angle mask shader
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@ -1,12 +1,25 @@
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package funkin.graphics.shaders;
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package funkin.graphics.shaders;
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import flixel.system.FlxAssets.FlxShader;
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import flixel.system.FlxAssets.FlxShader;
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import flixel.util.FlxColor;
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class AngleMask extends FlxShader
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class AngleMask extends FlxShader
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{
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{
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public var extraColor(default, set):FlxColor = 0xFFFFFFFF;
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function set_extraColor(value:FlxColor):FlxColor
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{
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extraTint.value = [value.redFloat, value.greenFloat, value.blueFloat];
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this.extraColor = value;
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return this.extraColor;
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}
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@:glFragmentSource('
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@:glFragmentSource('
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#pragma header
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#pragma header
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uniform vec3 extraTint;
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uniform vec2 endPosition;
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uniform vec2 endPosition;
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vec2 hash22(vec2 p) {
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vec2 hash22(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
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vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
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@ -69,6 +82,7 @@ class AngleMask extends FlxShader
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void main() {
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void main() {
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vec4 col = antialias(openfl_TextureCoordv);
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vec4 col = antialias(openfl_TextureCoordv);
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col.xyz = col.xyz * extraTint.xyz;
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// col.xyz = gamma(col.xyz);
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// col.xyz = gamma(col.xyz);
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gl_FragColor = col;
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gl_FragColor = col;
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}')
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}')
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@ -77,5 +91,6 @@ class AngleMask extends FlxShader
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super();
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super();
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endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY?
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endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY?
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extraTint.value = [1, 1, 1];
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}
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}
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}
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}
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