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multiply shader in progres

This commit is contained in:
Cameron Taylor 2021-08-27 02:42:23 -04:00
parent 0308de6110
commit f6729592bf
3 changed files with 97 additions and 1 deletions

View file

@ -283,7 +283,6 @@ class TitleState extends MusicBeatState
outlineShaderShit = new TitleOutline();
// logoBl.shader = swagShader.shader;
// logoBl.shader = outlineShaderShit;
// logoBl.shader = alphaShader.shader;
// trace();
// logoBl.screenCenter();
@ -296,6 +295,12 @@ class TitleState extends MusicBeatState
gfDance.antialiasing = true;
add(gfDance);
// alphaShader.shader.funnyShit.input = gfDance.pixels; // old shit
logoBl.shader = alphaShader.shader;
// trace(alphaShader.shader.glFragmentSource)
// gfDance.shader = swagShader.shader;
// gfDance.shader = new TitleOutline();

View file

@ -0,0 +1,31 @@
package;
import flixel.system.FlxAssets.FlxShader;
class MultiplyShader extends FlxShader
{
@:glFragmentSource('
#pragma header
uniform sampler2D funnyImage;
uniform vec4 uBlendColor;
vec4 blendMultiply(vec4 base, vec4 blend)
{
return base * blend;
}
vec4 blendMultiply(vec4 base, vec4 blend, float opacity)
{
return (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));
}
void main()
{
vec4 base = texture2D(bitmap, openfl_TextureCoordv);
gl_FragColor = blendMultiply(base, uBlendColor, uBlendColor.a);
}')
public function new()
{
super();
}
}

View file

@ -0,0 +1,60 @@
package shaderslmfao;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxShader;
class TitleOutline extends FlxShader
{
// these r copypaste
public var funnyX(default, set):Float = 0;
public var funnyY(default, set):Float = 0;
function set_funnyX(x:Float):Float
{
xPos.value[0] = x;
return x;
}
function set_funnyY(y:Float):Float
{
yPos.value[0] = y;
return y;
}
@:glFragmentSource('
#pragma header
uniform float alphaShit;
uniform sampler2D funnyShit;
vec3 blendOverlay(vec3 base, vec3 blend)
{
return mix(1.0 - 2.0 * (1.0 - base) * (1.0 - blend), 2.0 * base * blend, step(base, vec3(0.5)));
}
void main()
{
vec2 funnyUv = openfl_TextureCoordv;
vec4 color = flixel_texture2D(bitmap, funnyUv);
vec4 gf = flixel_texture2D(funnyShit, openfl_TextureCoordv);
vec3 mixedCol = blendOverlay(color.rgb, gf.rgb);
gl_FragColor = vec4(mixedCol, color.a);
}
')
public function new()
{
super();
xPos.value = [0];
yPos.value = [0];
}
}