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SHADERRRR
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parent
42991c5fdf
commit
671046a6d5
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@ -1,9 +1,5 @@
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package;
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#if desktop
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import Discord.DiscordClient;
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import sys.thread.Thread;
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#end
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond;
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@ -21,9 +17,15 @@ import flixel.util.FlxTimer;
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import io.newgrounds.NG;
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import lime.app.Application;
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import openfl.Assets;
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import shaderslmfao.ColorSwap;
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using StringTools;
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#if desktop
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import Discord.DiscordClient;
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import sys.thread.Thread;
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#end
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class TitleState extends MusicBeatState
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{
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static var initialized:Bool = false;
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@ -158,6 +160,9 @@ class TitleState extends MusicBeatState
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gfDance.animation.addByIndices('danceRight', 'gfDance', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
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gfDance.antialiasing = true;
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add(gfDance);
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gfDance.shader = new ColorSwap().shader;
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add(logoBl);
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titleText = new FlxSprite(100, FlxG.height * 0.8);
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@ -12,18 +12,12 @@ class ColorSwap
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public function new():Void
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{
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shader = new ColorSwapShader();
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shader.colorOld.value = [];
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shader.colorNew.value = [];
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}
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function set_colorToReplace(color:FlxColor):FlxColor
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{
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colorToReplace = color;
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shader.colorOld.value[0] = color.red;
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shader.colorOld.value[1] = color.green;
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shader.colorOld.value[2] = color.blue;
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return color;
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}
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@ -31,10 +25,6 @@ class ColorSwap
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{
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newColor = color;
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shader.colorNew.value[0] = color.red;
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shader.colorNew.value[1] = color.green;
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shader.colorNew.value[2] = color.blue;
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return color;
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}
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}
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@ -44,10 +34,6 @@ class ColorSwapShader extends FlxShader
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@:glFragmentSource('
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#pragma header
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uniform vec3 colorOld;
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uniform vec3 colorNew;
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uniform float u_time;
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vec3 normalizeColor(vec3 color)
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{
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return vec3(
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@ -57,29 +43,37 @@ class ColorSwapShader extends FlxShader
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);
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}
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vec3 hueShift(vec3 color, float hue) {
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const vec3 k = vec3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(hue);
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return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
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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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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec4 pixel = texture2D(bitmap, openfl_TextureCoordv);
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec3 eps = vec3(0.02, 0.02, 0.02);
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vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]);
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// [0] is the hue???
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swagColor[0] += 2;
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// swagColor[1] += 0.5;
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vec3 colorOldNormalized = normalizeColor(colorOld);
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vec3 colorNewNormalized = normalizeColor(colorNew);
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color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]);
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if (all(greaterThanEqual(pixel, vec4(colorOldNormalized - eps, 1.0)) ) && all(lessThanEqual(pixel, vec4(colorOldNormalized + eps, 1.0)) )
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)
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{
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pixel = vec4(hueShift(colorOldNormalized, 0.7), 1.0);
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}
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gl_FragColor = pixel;
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gl_FragColor = color;
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}
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')
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