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update shader
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32ec724da6
commit
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@ -1,38 +1,92 @@
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package funkin.shaderslmfao;
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import flixel.FlxCamera;
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import flixel.FlxG;
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import flixel.addons.display.FlxRuntimeShader;
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import flixel.system.FlxAssets.FlxShader;
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import haxe.CallStack;
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import lime.graphics.opengl.GLProgram;
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import lime.utils.Log;
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class RuntimePostEffectShader extends FlxRuntimeShader
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{
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@:glVertexHeader("
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varying vec2 fragCoord; // normalized texture coord
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varying vec2 screenPos; // y: always between 0 and 1, x: between 0 and (width/height)
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uniform vec2 screenResolution;
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", true)
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@:glVertexBody("
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fragCoord = vec2(
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@:glVertexHeader('
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// normalized screen coord
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// (0, 0) is the top left of the window
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// (1, 1) is the bottom right of the window
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varying vec2 screenCoord;
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', true)
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@:glVertexBody('
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screenCoord = vec2(
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openfl_TextureCoord.x > 0.0 ? 1.0 : 0.0,
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openfl_TextureCoord.y > 0.0 ? 1.0 : 0.0
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);
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screenPos = fragCoord * vec2(screenResolution.x / screenResolution.y, 1.0);
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")
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@:glFragmentHeader("
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varying vec2 fragCoord;
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varying vec2 screenPos;
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')
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@:glFragmentHeader('
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// normalized screen coord
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// (0, 0) is the top left of the window
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// (1, 1) is the bottom right of the window
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varying vec2 screenCoord;
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vec2 texCoordSize() { // hack
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return openfl_TextureCoordv / fragCoord;
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// equals (FlxG.width, FlxG.height)
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uniform vec2 uScreenResolution;
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// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
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uniform vec4 uCameraBounds;
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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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float left = uCameraBounds.x;
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float top = uCameraBounds.y;
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float right = uCameraBounds.z;
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float bottom = uCameraBounds.w;
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vec2 scale = vec2(right - left, bottom - top);
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vec2 offset = vec2(left, top);
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return screenCoord * scale + offset;
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}
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", true)
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// world coord -> screen coord conversion
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// returns normalized screen coord
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vec2 worldToScreen(vec2 worldCoord) {
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float left = uCameraBounds.x;
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float top = uCameraBounds.y;
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float right = uCameraBounds.z;
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float bottom = uCameraBounds.w;
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vec2 scale = vec2(right - left, bottom - top);
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vec2 offset = vec2(left, top);
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return (worldCoord - offset) / scale;
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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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}
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// internally used to compute bitmap coord
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vec2 screenToBitmap(vec2 screenCoord) {
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return screenCoord * bitmapCoordScale();
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}
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// samples the frame buffer using a screen coord
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vec4 sampleBitmapScreen(vec2 screenCoord) {
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return texture2D(bitmap, screenToBitmap(screenCoord));
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}
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// samples the frame buffer using a world coord
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vec4 sampleBitmapWorld(vec2 worldCoord) {
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return sampleBitmapScreen(worldToScreen(worldCoord));
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}
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', true)
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public function new(fragmentSource:String = null, glVersion:String = null)
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{
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super(fragmentSource, null, glVersion);
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screenResolution.value = [FlxG.width, FlxG.height];
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uScreenResolution.value = [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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public function updateViewInfo(screenWidth:Float, screenHeight:Float, camera:FlxCamera):Void
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{
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uScreenResolution.value = [screenWidth, screenHeight];
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uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
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}
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override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
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@ -44,7 +98,7 @@ class RuntimePostEffectShader extends FlxRuntimeShader
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}
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catch (error)
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{
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Log.warn(error);
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Log.warn(error); // prevent the app from dying immediately
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return null;
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}
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}
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@ -24,8 +24,6 @@ class RuntimeRainShader extends RuntimePostEffectShader
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radius:ShaderParameter<Float>,
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}>;
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// This is a property, whenever the value is set it calls the set_time function.
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// This makes the code cleaner elsewhere.
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public var time(default, set):Float = 1;
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function set_time(value:Float):Float
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@ -34,13 +32,33 @@ class RuntimeRainShader extends RuntimePostEffectShader
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return time = 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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public var scale(default, set):Float = 1;
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function set_scale(value:Float):Float
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{
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this.setFloat('uScale', value);
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return scale = value;
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}
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// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
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public var intensity(default, set):Float = 1;
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function set_intensity(value:Float):Float
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{
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this.setFloat('uIntensity', value);
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return intensity = value;
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}
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public var puddleMap(default, set):BitmapData;
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public var groundMap(default, set):BitmapData;
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function set_groundMap(value:BitmapData):BitmapData
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{
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trace("groundmap set");
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trace('groundmap set');
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this.setBitmapData('uGroundMap', value);
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// this.setFloat2('uPuddleTextureSize', value.width, value.height);
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return groundMap = value;
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@ -56,7 +74,7 @@ class RuntimeRainShader extends RuntimePostEffectShader
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function set_lightMap(value:BitmapData):BitmapData
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{
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trace("lightmap set");
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trace('lightmap set');
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this.setBitmapData('uLightMap', value);
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return lightMap = value;
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}
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@ -71,7 +89,7 @@ class RuntimeRainShader extends RuntimePostEffectShader
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public function new()
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{
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super(Assets.getText(Paths.frag("rain")));
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super(Assets.getText(Paths.frag('rain')));
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}
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public function update(elapsed:Float):Void
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@ -82,14 +100,14 @@ class RuntimeRainShader extends RuntimePostEffectShader
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override function __processGLData(source:String, storageType:String):Void
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{
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super.__processGLData(source, storageType);
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if (storageType == "uniform")
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if (storageType == 'uniform')
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{
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lights = [
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for (i in 0...MAX_LIGHTS)
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{
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position: addFloatUniform("lights[" + i + "].position", 2),
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color: addFloatUniform("lights[" + i + "].color", 3),
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radius: addFloatUniform("lights[" + i + "].radius", 1),
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position: addFloatUniform('lights[$i].position', 2),
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color: addFloatUniform('lights[$i].color', 3),
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radius: addFloatUniform('lights[$i].radius', 1),
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}
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];
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}
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