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https://github.com/ninjamuffin99/Funkin.git
synced 2024-08-19 06:24:56 +00:00
outline shader thing in progress
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parent
0e15495796
commit
21e05b72c6
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@ -213,6 +213,16 @@ class FreeplayState extends MusicBeatState
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var downP = controls.UI_DOWN_P;
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var accepted = controls.ACCEPT;
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#if mobile
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for (touch in FlxG.touches.list)
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{
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if (touch.justPressed)
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{
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accepted = true;
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}
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}
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#end
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if (upP)
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changeSelection(-1);
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if (downP)
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@ -2,6 +2,7 @@ package;
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import flixel.FlxGame;
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import flixel.FlxState;
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import flixel.util.FlxColor;
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import openfl.Assets;
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import openfl.Lib;
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import openfl.display.FPS;
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@ -93,6 +94,8 @@ class Main extends Sprite
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private function setupGame():Void
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{
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// Lib.current.stage.color = null;
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var stageWidth:Int = Lib.current.stage.stageWidth;
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var stageHeight:Int = Lib.current.stage.stageHeight;
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@ -36,6 +36,7 @@ import openfl.net.NetStream;
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import shaderslmfao.BuildingShaders.BuildingShader;
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import shaderslmfao.BuildingShaders;
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import shaderslmfao.ColorSwap;
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import shaderslmfao.TitleOutline;
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import ui.PreferencesMenu;
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import ui.stageBuildShit.StageBuilderState;
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@ -266,7 +267,8 @@ class TitleState extends MusicBeatState
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logoBl.updateHitbox();
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logoBl.shader = swagShader.shader;
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// logoBl.shader = swagShader.shader;
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logoBl.shader = new TitleOutline();
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// logoBl.shader = alphaShader.shader;
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// trace();
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@ -282,6 +284,8 @@ class TitleState extends MusicBeatState
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gfDance.shader = swagShader.shader;
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// gfDance.shader = new TitleOutline();
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add(logoBl);
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titleText = new FlxSprite(100, FlxG.height * 0.8);
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@ -302,7 +306,7 @@ class TitleState extends MusicBeatState
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// FlxTween.tween(logoBl, {y: logoBl.y + 50}, 0.6, {ease: FlxEase.quadInOut, type: PINGPONG});
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// FlxTween.tween(logo, {y: logoBl.y + 50}, 0.6, {ease: FlxEase.quadInOut, type: PINGPONG, startDelay: 0.1});
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var animShit:ComboCounter = new ComboCounter(200, 200, 1423);
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add(animShit);
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// add(animShit);
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credGroup = new FlxGroup();
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add(credGroup);
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@ -381,6 +385,9 @@ class TitleState extends MusicBeatState
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var transitioning:Bool = false;
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var fnfShit:String = "Friday Night Funkin'";
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var thingOffset:Int = 0;
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override function update(elapsed:Float)
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{
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if (FlxG.keys.justPressed.Y)
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@ -450,7 +457,10 @@ class TitleState extends MusicBeatState
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for (touch in FlxG.touches.list)
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{
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if (touch.justPressed)
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{
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FlxG.switchState(new FreeplayState());
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pressedEnter = true;
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}
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}
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#end
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var gamepad:FlxGamepad = FlxG.gamepads.lastActive;
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49
source/shaderslmfao/TitleOutline.hx
Normal file
49
source/shaderslmfao/TitleOutline.hx
Normal file
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@ -0,0 +1,49 @@
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package shaderslmfao;
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import flixel.system.FlxAssets.FlxShader;
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class TitleOutline extends FlxShader
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{
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@:glFragmentSource('
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#pragma header
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// uniform float alphaShit;
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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void main()
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{
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec2 size = vec2(200, 20);
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if (color.a == 0.0) {
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float w = size.x / openfl_TextureSize.x;
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float h = size.y / openfl_TextureSize.y;
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vec4 colorOffset = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y - h));
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vec3 hsvShit = rgb2hsv(vec3(colorOffset.r, colorOffset.g, colorOffset.b));
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if (hsvShit.b <= 0.1 && colorOffset.a != 0.)
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color = vec4(0.0, 1.0, 0.8, color.a);
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}
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gl_FragColor = color;
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}
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')
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public function new()
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{
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super();
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}
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}
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