217 lines
5.5 KiB
Haxe
217 lines
5.5 KiB
Haxe
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package;
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import flixel.FlxG;
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import flixel.system.FlxAssets.FlxShader;
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class ColorSwap {
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public var shader(default, null):ColorSwapShader = new ColorSwapShader();
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public var hue(default, set):Float = 0;
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public var saturation(default, set):Float = 0;
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public var brightness(default, set):Float = 0;
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private function set_hue(value:Float) {
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hue = value;
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shader.uTime.value[0] = hue;
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return hue;
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}
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private function set_saturation(value:Float) {
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saturation = value;
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shader.uTime.value[1] = saturation;
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return saturation;
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}
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private function set_brightness(value:Float) {
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brightness = value;
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shader.uTime.value[2] = brightness;
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return brightness;
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}
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public function new()
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{
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shader.uTime.value = [0, 0, 0];
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shader.awesomeOutline.value = [false];
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}
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}
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class ColorSwapShader extends FlxShader {
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@:glFragmentSource('
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varying float openfl_Alphav;
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varying vec4 openfl_ColorMultiplierv;
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varying vec4 openfl_ColorOffsetv;
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varying vec2 openfl_TextureCoordv;
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uniform bool openfl_HasColorTransform;
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uniform vec2 openfl_TextureSize;
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uniform sampler2D bitmap;
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uniform bool hasTransform;
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uniform bool hasColorTransform;
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vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
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{
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vec4 color = texture2D(bitmap, coord);
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if (!hasTransform)
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{
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return color;
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}
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if (color.a == 0.0)
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{
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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if (!hasColorTransform)
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{
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return color * openfl_Alphav;
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}
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color = vec4(color.rgb / color.a, color.a);
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mat4 colorMultiplier = mat4(0);
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colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
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colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
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colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
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colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
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color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
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if (color.a > 0.0)
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{
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return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
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}
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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uniform vec3 uTime;
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uniform bool awesomeOutline;
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const float offset = 1.0 / 128.0;
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vec3 normalizeColor(vec3 color)
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{
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return vec3(
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color[0] / 255.0,
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color[1] / 255.0,
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color[2] / 255.0
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);
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}
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]);
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// [0] is the hue???
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swagColor[0] = swagColor[0] + uTime[0];
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swagColor[1] = swagColor[1] + uTime[1];
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swagColor[2] = swagColor[2] * (1.0 + uTime[2]);
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if(swagColor[1] < 0.0)
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{
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swagColor[1] = 0.0;
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}
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else if(swagColor[1] > 1.0)
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{
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swagColor[1] = 1.0;
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}
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color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]);
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if (awesomeOutline)
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{
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// Outline bullshit?
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vec2 size = vec2(3, 3);
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if (color.a <= 0.5) {
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float w = size.x / openfl_TextureSize.x;
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float h = size.y / openfl_TextureSize.y;
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if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
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color = vec4(1.0, 1.0, 1.0, 1.0);
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}
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}
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gl_FragColor = color;
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/*
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if (color.a > 0.5)
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gl_FragColor = color;
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else
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{
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float a = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv + offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y - offset)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv - offset, openfl_TextureCoordv.y)).a +
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flixel_texture2D(bitmap, vec2(openfl_TextureCoordv, openfl_TextureCoordv.y + offset)).a;
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if (color.a < 1.0 && a > 0.0)
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.8);
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else
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gl_FragColor = color;
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} */
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}')
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@:glVertexSource('
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attribute float openfl_Alpha;
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attribute vec4 openfl_ColorMultiplier;
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attribute vec4 openfl_ColorOffset;
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attribute vec4 openfl_Position;
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attribute vec2 openfl_TextureCoord;
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varying float openfl_Alphav;
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varying vec4 openfl_ColorMultiplierv;
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varying vec4 openfl_ColorOffsetv;
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varying vec2 openfl_TextureCoordv;
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uniform mat4 openfl_Matrix;
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uniform bool openfl_HasColorTransform;
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uniform vec2 openfl_TextureSize;
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attribute float alpha;
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attribute vec4 colorMultiplier;
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attribute vec4 colorOffset;
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uniform bool hasColorTransform;
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void main(void)
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{
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openfl_Alphav = openfl_Alpha;
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openfl_TextureCoordv = openfl_TextureCoord;
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if (openfl_HasColorTransform) {
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openfl_ColorMultiplierv = openfl_ColorMultiplier;
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openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
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}
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gl_Position = openfl_Matrix * openfl_Position;
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openfl_Alphav = openfl_Alpha * alpha;
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if (hasColorTransform)
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{
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openfl_ColorOffsetv = colorOffset / 255.0;
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openfl_ColorMultiplierv = colorMultiplier;
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}
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}')
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public function new()
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{
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super();
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}
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}
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