package; import flixel.FlxG; import flixel.system.FlxAssets.FlxShader; class ColorSwap { public var shader(default, null):ColorSwapShader = new ColorSwapShader(); public var hue(default, set):Float = 0; public var saturation(default, set):Float = 0; public var brightness(default, set):Float = 0; private function set_hue(value:Float) { hue = value; shader.uTime.value[0] = hue; return hue; } private function set_saturation(value:Float) { saturation = value; shader.uTime.value[1] = saturation; return saturation; } private function set_brightness(value:Float) { brightness = value; shader.uTime.value[2] = brightness; return brightness; } public function new() { shader.uTime.value = [0, 0, 0]; shader.awesomeOutline.value = [false]; } } class ColorSwapShader extends FlxShader { @:glFragmentSource(' varying float openfl_Alphav; varying vec4 openfl_ColorMultiplierv; varying vec4 openfl_ColorOffsetv; varying vec2 openfl_TextureCoordv; uniform bool openfl_HasColorTransform; uniform vec2 openfl_TextureSize; uniform sampler2D bitmap; uniform bool hasTransform; uniform bool hasColorTransform; vec4 flixel_texture2D(sampler2D bitmap, vec2 coord) { vec4 color = texture2D(bitmap, coord); if (!hasTransform) { return color; } if (color.a == 0.0) { return vec4(0.0, 0.0, 0.0, 0.0); } if (!hasColorTransform) { return color * openfl_Alphav; } color = vec4(color.rgb / color.a, color.a); mat4 colorMultiplier = mat4(0); colorMultiplier[0][0] = openfl_ColorMultiplierv.x; colorMultiplier[1][1] = openfl_ColorMultiplierv.y; colorMultiplier[2][2] = openfl_ColorMultiplierv.z; colorMultiplier[3][3] = openfl_ColorMultiplierv.w; color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0); if (color.a > 0.0) { return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav); } return vec4(0.0, 0.0, 0.0, 0.0); } uniform vec3 uTime; 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] = swagColor[0] + uTime[0]; swagColor[1] = swagColor[1] + uTime[1]; swagColor[2] = swagColor[2] * (1.0 + uTime[2]); if(swagColor[1] < 0.0) { swagColor[1] = 0.0; } else if(swagColor[1] > 1.0) { swagColor[1] = 1.0; } 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; } */ }') @:glVertexSource(' attribute float openfl_Alpha; attribute vec4 openfl_ColorMultiplier; attribute vec4 openfl_ColorOffset; attribute vec4 openfl_Position; attribute vec2 openfl_TextureCoord; varying float openfl_Alphav; varying vec4 openfl_ColorMultiplierv; varying vec4 openfl_ColorOffsetv; varying vec2 openfl_TextureCoordv; uniform mat4 openfl_Matrix; uniform bool openfl_HasColorTransform; uniform vec2 openfl_TextureSize; attribute float alpha; attribute vec4 colorMultiplier; attribute vec4 colorOffset; uniform bool hasColorTransform; void main(void) { openfl_Alphav = openfl_Alpha; openfl_TextureCoordv = openfl_TextureCoord; if (openfl_HasColorTransform) { openfl_ColorMultiplierv = openfl_ColorMultiplier; openfl_ColorOffsetv = openfl_ColorOffset / 255.0; } gl_Position = openfl_Matrix * openfl_Position; openfl_Alphav = openfl_Alpha * alpha; if (hasColorTransform) { openfl_ColorOffsetv = colorOffset / 255.0; openfl_ColorMultiplierv = colorMultiplier; } }') public function new() { super(); } }