package shaderslmfao; import flixel.system.FlxAssets.FlxShader; class ScreenWipeShader extends FlxShader { public var daAlphaShit(default, set):Float = 0; function set_daAlphaShit(alpha:Float):Float { alphaShit.value[0] = alpha; return alpha; } @:glFragmentSource(' #pragma header uniform float alphaShit; uniform float yPos; uniform float xPos; uniform sampler2D funnyShit; 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() { 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); vec3 hsvTypeBeat = rgb2hsv(vec3(gf.r, gf.g, gf.b)); vec4 output = color; // .b here actually means value? if (hsvTypeBeat.b <= alphaShit) color = vec4(0.0, 0.0, 0.0, 0.0); gl_FragColor = color; } ') public function new() { super(); alphaShit.value = [0]; } }