mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-08-19 15:05:06 +00:00
134 lines
3 KiB
Haxe
134 lines
3 KiB
Haxe
package;
|
|
|
|
// STOLEN FROM HAXEFLIXEL DEMO LOL
|
|
import flixel.system.FlxAssets.FlxShader;
|
|
|
|
enum WiggleEffectType
|
|
{
|
|
DREAMY;
|
|
WAVY;
|
|
HEAT_WAVE_HORIZONTAL;
|
|
HEAT_WAVE_VERTICAL;
|
|
FLAG;
|
|
}
|
|
|
|
class WiggleEffect
|
|
{
|
|
public var shader(default, null):WiggleShader = new WiggleShader();
|
|
public var effectType(default, set):WiggleEffectType = DREAMY;
|
|
public var waveSpeed(default, set):Float = 0;
|
|
public var waveFrequency(default, set):Float = 0;
|
|
public var waveAmplitude(default, set):Float = 0;
|
|
|
|
public function new():Void
|
|
{
|
|
shader.uTime.value = [0];
|
|
}
|
|
|
|
public function update(elapsed:Float):Void
|
|
{
|
|
shader.uTime.value[0] += elapsed;
|
|
}
|
|
|
|
function set_effectType(v:WiggleEffectType):WiggleEffectType
|
|
{
|
|
effectType = v;
|
|
shader.effectType.value = [WiggleEffectType.getConstructors().indexOf(Std.string(v))];
|
|
return v;
|
|
}
|
|
|
|
function set_waveSpeed(v:Float):Float
|
|
{
|
|
waveSpeed = v;
|
|
shader.uSpeed.value = [waveSpeed];
|
|
return v;
|
|
}
|
|
|
|
function set_waveFrequency(v:Float):Float
|
|
{
|
|
waveFrequency = v;
|
|
shader.uFrequency.value = [waveFrequency];
|
|
return v;
|
|
}
|
|
|
|
function set_waveAmplitude(v:Float):Float
|
|
{
|
|
waveAmplitude = v;
|
|
shader.uWaveAmplitude.value = [waveAmplitude];
|
|
return v;
|
|
}
|
|
}
|
|
|
|
class WiggleShader extends FlxShader
|
|
{
|
|
@:glFragmentSource('
|
|
#pragma header
|
|
//uniform float tx, ty; // x,y waves phase
|
|
uniform float uTime;
|
|
|
|
const int EFFECT_TYPE_DREAMY = 0;
|
|
const int EFFECT_TYPE_WAVY = 1;
|
|
const int EFFECT_TYPE_HEAT_WAVE_HORIZONTAL = 2;
|
|
const int EFFECT_TYPE_HEAT_WAVE_VERTICAL = 3;
|
|
const int EFFECT_TYPE_FLAG = 4;
|
|
|
|
uniform int effectType;
|
|
|
|
/**
|
|
* How fast the waves move over time
|
|
*/
|
|
uniform float uSpeed;
|
|
|
|
/**
|
|
* Number of waves over time
|
|
*/
|
|
uniform float uFrequency;
|
|
|
|
/**
|
|
* How much the pixels are going to stretch over the waves
|
|
*/
|
|
uniform float uWaveAmplitude;
|
|
|
|
vec2 sineWave(vec2 pt)
|
|
{
|
|
float x = 0.0;
|
|
float y = 0.0;
|
|
|
|
if (effectType == EFFECT_TYPE_DREAMY)
|
|
{
|
|
float offsetX = sin(pt.y * uFrequency + uTime * uSpeed) * uWaveAmplitude;
|
|
pt.x += offsetX; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
|
|
}
|
|
else if (effectType == EFFECT_TYPE_WAVY)
|
|
{
|
|
float offsetY = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
|
|
pt.y += offsetY; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
|
|
}
|
|
else if (effectType == EFFECT_TYPE_HEAT_WAVE_HORIZONTAL)
|
|
{
|
|
x = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
|
|
}
|
|
else if (effectType == EFFECT_TYPE_HEAT_WAVE_VERTICAL)
|
|
{
|
|
y = sin(pt.y * uFrequency + uTime * uSpeed) * uWaveAmplitude;
|
|
}
|
|
else if (effectType == EFFECT_TYPE_FLAG)
|
|
{
|
|
y = sin(pt.y * uFrequency + 10.0 * pt.x + uTime * uSpeed) * uWaveAmplitude;
|
|
x = sin(pt.x * uFrequency + 5.0 * pt.y + uTime * uSpeed) * uWaveAmplitude;
|
|
}
|
|
|
|
return vec2(pt.x + x, pt.y + y);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = sineWave(openfl_TextureCoordv);
|
|
gl_FragColor = texture2D(bitmap, uv);
|
|
}')
|
|
public function new()
|
|
{
|
|
super();
|
|
}
|
|
}
|