package funkin.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();
  }
}