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https://github.com/ninjamuffin99/Funkin.git
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outline shader in progress
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parent
dd49ae7990
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9397334792
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@ -1,7 +1,10 @@
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package;
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package;
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import flixel.FlxG;
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import flixel.FlxG;
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import flixel.addons.effects.chainable.FlxEffectSprite;
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import flixel.addons.effects.chainable.FlxOutlineEffect;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.util.FlxColor;
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import shaderslmfao.ColorSwap;
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import shaderslmfao.ColorSwap;
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class ColorpickSubstate extends MusicBeatSubstate
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class ColorpickSubstate extends MusicBeatSubstate
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@ -24,6 +27,14 @@ class ColorpickSubstate extends MusicBeatSubstate
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note.x = (100 * i) + i;
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note.x = (100 * i) + i;
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note.screenCenter(Y);
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note.screenCenter(Y);
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var _effectSpr:FlxEffectSprite = new FlxEffectSprite(note, [new FlxOutlineEffect(FlxOutlineMode.FAST, FlxColor.WHITE, 4, 1)]);
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add(_effectSpr);
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_effectSpr.y = 0;
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_effectSpr.x = i * 80;
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_effectSpr.antialiasing = true;
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_effectSpr.setGraphicSize(Std.int(_effectSpr.width * 0.7));
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_effectSpr.updateHitbox();
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grpNotes.add(note);
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grpNotes.add(note);
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}
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}
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}
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}
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@ -53,6 +53,9 @@ class ColorSwapShader extends FlxShader
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uniform float uTime;
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uniform float uTime;
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uniform float money;
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uniform float money;
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const float offset = 1.0 / 128.0;
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vec3 normalizeColor(vec3 color)
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vec3 normalizeColor(vec3 color)
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{
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{
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return vec3(
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return vec3(
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@ -93,8 +96,22 @@ class ColorSwapShader extends FlxShader
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// money += swagColor[0];
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// money += swagColor[0];
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color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]);
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color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]);
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/*
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gl_FragColor = color;
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if (color.a > 0.5)
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gl_FragColor = color;
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else
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{
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float a = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv + offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y - offset)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv - offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y + offset)).a;
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if (color.a < 1.0 && a > 0.0)
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.8);
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else
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gl_FragColor = color;
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}
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*/
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}
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}
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')
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')
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