package funkin.shaderslmfao; import flixel.addons.display.FlxRuntimeShader; import openfl.Assets; enum WiggleEffectType { DREAMY; // 0 WAVY; // 1 HEAT_WAVE_HORIZONTAL; // 2 HEAT_WAVE_VERTICAL; // 3 FLAG; // 4 } /** * To use: * 1. Create an instance of the class, specifying speed, frequency, and amplitude. * 2. Call `sprite.shader = wiggleEffect` on the target sprite. * 3. Call the update() method on the instance every frame. */ class WiggleEffectRuntime extends FlxRuntimeShader { public static function getEffectTypeId(v:WiggleEffectType):Int { return WiggleEffectType.getConstructors().indexOf(Std.string(v)); } public var effectType(default, set):WiggleEffectType = DREAMY; function set_effectType(v:WiggleEffectType):WiggleEffectType { this.setInt('effectType', getEffectTypeId(v)); return effectType = v; } public var waveSpeed(default, set):Float = 0; function set_waveSpeed(v:Float):Float { this.setFloat('uSpeed', v); return waveSpeed = v; } public var waveFrequency(default, set):Float = 0; function set_waveFrequency(v:Float):Float { this.setFloat('uFrequency', v); return waveFrequency = v; } public var waveAmplitude(default, set):Float = 0; function set_waveAmplitude(v:Float):Float { this.setFloat('uWaveAmplitude', v); return waveAmplitude = v; } var time(default, set):Float = 0; function set_time(v:Float):Float { this.setFloat('uTime', v); return time = v; } public function new(speed:Float, freq:Float, amplitude:Float, ?effect:WiggleEffectType = DREAMY):Void { super(Assets.getText(Paths.frag('wiggle'))); // These values may not propagate to the shader until later. this.waveSpeed = speed; this.waveFrequency = freq; this.waveAmplitude = amplitude; this.effectType = effect; } public function update(elapsed:Float) { // The setter tied to this value automatically propagates the value to the shader. this.time += elapsed; } }