package shaderslmfao; import flixel.system.FlxAssets.FlxShader; import flixel.util.FlxColor; class ColorSwap { public var shader(default, null):ColorSwapShader; public var colorToReplace(default, set):FlxColor; public var newColor(default, set):FlxColor; public var daTime(default, set):Float; public var hasOutline(default, set):Bool = false; public var hueShit:Float = 0; public function new():Void { shader = new ColorSwapShader(); shader.uTime.value = [0]; shader.money.value = [0]; shader.awesomeOutline.value = [hasOutline]; } public function update(elapsed:Float):Void { shader.uTime.value[0] += elapsed; hueShit += elapsed; // trace(shader.money.value[0]); } function set_colorToReplace(color:FlxColor):FlxColor { colorToReplace = color; return color; } function set_hasOutline(lol:Bool):Bool { shader.awesomeOutline.value = [lol]; return lol; } function set_daTime(daTime:Float):Float { return daTime; } function set_newColor(color:FlxColor):FlxColor { newColor = color; return color; } } class ColorSwapShader extends FlxShader { @:glFragmentSource(' #pragma header uniform float uTime; uniform float money; uniform bool awesomeOutline; const float offset = 1.0 / 128.0; vec3 normalizeColor(vec3 color) { return vec3( color[0] / 255.0, color[1] / 255.0, color[2] / 255.0 ); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv); vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]); // [0] is the hue??? swagColor[0] += uTime; // swagColor[1] += uTime; // money += swagColor[0]; color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]); if (awesomeOutline) { // Outline bullshit? vec2 size = vec2(3, 3); if (color.a <= 0.5) { 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.) color = vec4(1.0, 1.0, 1.0, 1.0); } } gl_FragColor = color; /* if (color.a > 0.5) gl_FragColor = color; else { float a = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv + offset, openfl_TextureCoordv.y)).a + flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y - offset)).a + flixel_texture2D(bitmap, vec2(openfl_TextureCoordv - offset, openfl_TextureCoordv.y)).a + flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y + offset)).a; if (color.a < 1.0 && a > 0.0) gl_FragColor = vec4(0.0, 0.0, 0.0, 0.8); else gl_FragColor = color; } */ } ') public function new() { super(); } }