package funkin.shaderslmfao; import flixel.math.FlxPoint; import flixel.system.FlxAssets.FlxShader; @:keep class OverlayBlend 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 float yPos; uniform float xPos; uniform sampler2D funnyShit; vec4 blendOverlay(vec4 base, vec4 blend) { vec4 mixed = mix(1.0 - 2.0 * (1.0 - base) * (1.0 - blend), 2.0 * base * blend, step(base, vec4(0.5))); // mixed = mix(mixed, blend, base.a); // proper alpha mixing? return mixed; } void main() { vec2 funnyUv = openfl_TextureCoordv; vec4 color = flixel_texture2D(bitmap, funnyUv); vec2 reallyFunnyUv = vec2(vec2(0.0, 0.0) - gl_FragCoord.xy / openfl_TextureSize.xy); vec4 gf = flixel_texture2D(funnyShit, openfl_TextureCoordv.xy + vec2(0.1, 0.2)); vec4 mixedCol = blendOverlay(color, gf); gl_FragColor = mixedCol; } ') public function new() { super(); xPos.value = [0]; yPos.value = [0]; } }