package funkin.shaderslmfao; import flixel.math.FlxPoint; import flixel.system.FlxAssets.FlxShader; class TitleOutline extends FlxShader { 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 xPos; uniform float yPos; uniform int numoutlines = 1; 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); } void main() { vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv); vec2 size = vec2(xPos, yPos); if (color.a == 0.0) { float w = size.x / openfl_TextureSize.x; float h = size.y / openfl_TextureSize.y; vec4 colorOffset = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y - h)); vec3 hsvShit = rgb2hsv(vec3(colorOffset.r, colorOffset.g, colorOffset.b)); if (hsvShit.b <= 0.1 && colorOffset.a != 0.) color = vec4(0.0, 1.0, 0.8, color.a); } gl_FragColor = color; } ') public function new() { super(); xPos.value = [0]; yPos.value = [0]; } }