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https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 11:22:55 +00:00
freeplay bg nicer AA and proper sizing
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parent
817c216d06
commit
1e3ef61fc9
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@ -6,15 +6,28 @@ class AngleMask extends FlxShader
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{
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@:glFragmentSource('
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#pragma header
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uniform vec2 endPosition;
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void main()
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{
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vec4 base = texture2D(bitmap, openfl_TextureCoordv);
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vec2 uv = openfl_TextureCoordv.xy;
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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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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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// ====== GAMMA CORRECTION ====== //
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// Helps with color mixing -- good to have by default in almost any shader
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// See https://www.shadertoy.com/view/lscSzl
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vec3 gamma(in vec3 color) {
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return pow(color, vec3(1.0 / 2.2));
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}
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vec4 mainPass(vec2 fragCoord) {
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vec4 base = texture2D(bitmap, fragCoord);
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vec2 uv = fragCoord.xy;
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vec2 start = vec2(0.0, 0.0);
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vec2 end = vec2(endPosition.x / openfl_TextureSize.x, 1.0);
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@ -29,10 +42,35 @@ class AngleMask extends FlxShader
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float uvA = atan(uv.y, uv.x);
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if (uvA < angle)
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gl_FragColor = base;
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return base;
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else
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gl_FragColor = vec4(0.0);
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return vec4(0.0);
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}
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vec4 antialias(vec2 fragCoord) {
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const float AA_STAGES = 2.0;
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const float AA_TOTAL_PASSES = AA_STAGES * AA_STAGES + 1.0;
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const float AA_JITTER = 0.5;
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// Run the shader multiple times with a random subpixel offset each time and average the results
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vec4 color = mainPass(fragCoord);
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for (float x = 0.0; x < AA_STAGES; x++)
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{
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for (float y = 0.0; y < AA_STAGES; y++)
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{
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vec2 offset = AA_JITTER * (2.0 * hash22(vec2(x, y)) - 1.0) / openfl_TextureSize.xy;
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color += mainPass(fragCoord + offset);
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}
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}
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return color / AA_TOTAL_PASSES;
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}
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void main() {
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vec4 col = antialias(openfl_TextureCoordv);
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// col.xyz = gamma(col.xyz);
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gl_FragColor = col;
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}')
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public function new()
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{
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@ -458,15 +458,20 @@ class FreeplayState extends MusicBeatSubState
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add(dj);
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bgDad = new FlxSprite(pinkBack.width * 0.75, 0).loadGraphic(Paths.image('freeplay/freeplayBGdad'));
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bgDad.setGraphicSize(0, FlxG.height);
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bgDad.updateHitbox();
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bgDad = new FlxSprite(pinkBack.width * 0.74, 0).loadGraphic(Paths.image('freeplay/freeplayBGdad'));
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bgDad.shader = new AngleMask();
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bgDad.visible = false;
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var blackOverlayBullshitLOLXD:FlxSprite = new FlxSprite(FlxG.width).makeGraphic(Std.int(bgDad.width), Std.int(bgDad.height), FlxColor.BLACK);
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add(blackOverlayBullshitLOLXD); // used to mask the text lol!
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// this makes the texture sizes consistent, for the angle shader
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bgDad.setGraphicSize(0, FlxG.height);
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blackOverlayBullshitLOLXD.setGraphicSize(0, FlxG.height);
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bgDad.updateHitbox();
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blackOverlayBullshitLOLXD.updateHitbox();
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exitMovers.set([blackOverlayBullshitLOLXD, bgDad],
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{
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x: FlxG.width * 1.5,
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@ -475,7 +480,7 @@ class FreeplayState extends MusicBeatSubState
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});
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add(bgDad);
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FlxTween.tween(blackOverlayBullshitLOLXD, {x: pinkBack.width * 0.76}, 0.7, {ease: FlxEase.quintOut});
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FlxTween.tween(blackOverlayBullshitLOLXD, {x: pinkBack.width * 0.74}, 0.7, {ease: FlxEase.quintOut});
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blackOverlayBullshitLOLXD.shader = bgDad.shader;
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@ -971,13 +976,15 @@ class FreeplayState extends MusicBeatSubState
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grpCapsules.members[curSelected].ranking.scale.set(20, 20);
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grpCapsules.members[curSelected].blurredRanking.scale.set(20, 20);
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if (fromResults?.newRank != null) {
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if (fromResults?.newRank != null)
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{
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grpCapsules.members[curSelected].ranking.animation.play(fromResults.newRank.getFreeplayRankIconAsset(), true);
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}
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FlxTween.tween(grpCapsules.members[curSelected].ranking, {"scale.x": 1, "scale.y": 1}, 0.1);
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if (fromResults?.newRank != null) {
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if (fromResults?.newRank != null)
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{
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grpCapsules.members[curSelected].blurredRanking.animation.play(fromResults.newRank.getFreeplayRankIconAsset(), true);
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}
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FlxTween.tween(grpCapsules.members[curSelected].blurredRanking, {"scale.x": 1, "scale.y": 1}, 0.1);
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