package funkin.shaderslmfao; import flixel.system.FlxAssets.FlxShader; import flixel.util.FlxColor; class StrokeShader extends FlxShader { // MOSTLY STOLEN FROM AUSTIN EAST LOL! // https://gist.github.com/AustinEast/d3892fdf6a6079366fffde071f0c2bae public var width(default, set):Float = 0; public var height(default, set):Float = 0; public var col(default, set):FlxColor = 0xFFFFFFFF; function set_width(val):Float { size.value = [val, height]; return val; } function set_height(val):Float { size.value = [width, val]; return val; } function set_col(val:FlxColor):FlxColor { color.value = [val.red, val.green, val.blue, val.alpha]; return val; } @:glFragmentSource(' #pragma header uniform vec2 size; uniform vec4 color; void main() { vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv); if (sample.a == 0.) { float w = size.x / openfl_TextureSize.x; float h = size.y / openfl_TextureSize.y; if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.) sample = color; } gl_FragColor = sample; } ') public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1) { super(); col = color; this.width = width; this.height = height; } }