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merged rain shader stuff from 'feature/week2-erect-bg-rain'
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@ -2,6 +2,7 @@ package funkin.graphics.shaders;
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import flixel.FlxCamera;
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import flixel.FlxG;
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import flixel.graphics.frames.FlxFrame;
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import flixel.addons.display.FlxRuntimeShader;
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import lime.graphics.opengl.GLProgram;
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import lime.utils.Log;
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@ -32,6 +33,9 @@ class RuntimePostEffectShader extends FlxRuntimeShader
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// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
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uniform vec4 uCameraBounds;
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// equals (frame.left, frame.top, frame.right, frame.bottom)
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uniform vec4 uFrameBounds;
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// screen coord -> world coord conversion
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// returns world coord in px
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vec2 screenToWorld(vec2 screenCoord) {
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@ -56,6 +60,25 @@ class RuntimePostEffectShader extends FlxRuntimeShader
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return (worldCoord - offset) / scale;
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}
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// screen coord -> frame coord conversion
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// returns normalized frame coord
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vec2 screenToFrame(vec2 screenCoord) {
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float left = uFrameBounds.x;
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float top = uFrameBounds.y;
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float right = uFrameBounds.z;
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float bottom = uFrameBounds.w;
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float width = right - left;
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float height = bottom - top;
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float clampedX = clamp(screenCoord.x, left, right);
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float clampedY = clamp(screenCoord.y, top, bottom);
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return vec2(
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(clampedX - left) / (width),
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(clampedY - top) / (height)
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);
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}
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// internally used to get the maximum `openfl_TextureCoordv`
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vec2 bitmapCoordScale() {
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return openfl_TextureCoordv / screenCoord;
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@ -80,6 +103,8 @@ class RuntimePostEffectShader extends FlxRuntimeShader
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{
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super(fragmentSource, null, glVersion);
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uScreenResolution.value = [FlxG.width, FlxG.height];
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uCameraBounds.value = [0, 0, FlxG.width, FlxG.height];
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uFrameBounds.value = [0, 0, FlxG.width, FlxG.height];
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}
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// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
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@ -89,6 +114,12 @@ class RuntimePostEffectShader extends FlxRuntimeShader
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uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
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}
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public function updateFrameInfo(frame:FlxFrame)
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{
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// NOTE: uv.width is actually the right pos and uv.height is the bottom pos
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uFrameBounds.value = [frame.uv.x, frame.uv.y, frame.uv.width, frame.uv.height];
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}
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override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
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{
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try
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@ -32,6 +32,14 @@ class RuntimeRainShader extends RuntimePostEffectShader
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return time = value;
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}
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public var spriteMode(default, set):Bool = false;
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function set_spriteMode(value:Bool):Bool
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{
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this.setBool('uSpriteMode', value);
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return spriteMode = value;
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}
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// The scale of the rain depends on the world coordinate system, so higher resolution makes
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// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
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// The size of the raindrops is proportional to the value of this parameter.
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