Fix small stuffs

This commit is contained in:
NeeEoo
2024-03-23 02:40:04 +01:00
parent 0d30170473
commit 0391ba3496
+16 -17
View File
@@ -2,11 +2,11 @@
// Used in charter by waveforms
const vec3 gradient1 = vec3(114./255., 81./255., 135./255);
const vec3 gradient2 = vec3(144./255., 80./255., 186./255);
const vec3 gradient1 = vec3(114.0/255.0, 81.0/255.0, 135.0/255.0);
const vec3 gradient2 = vec3(144.0/255.0, 80.0/255.0, 186.0/255.0);
const vec4 outlinecolor = vec4(vec3(.1), .1);
const vec3 lowdetailcol = vec3(0., 0., 1.);
const vec4 outlinecolor = vec4(0.1);
const vec3 lowdetailcol = vec3(0.0, 0.0, 1.0);
uniform vec2 textureRes;
uniform float pixelOffset;
@@ -20,17 +20,16 @@ uniform bool lowDetail;
float getAmplitude(vec2 pixel) {
float pixelID = floor((pixel.y+pixelOffset)/3.0);
// TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SRSLY I GOT NO CLUE) -lunar
vec2 wavePixel = vec2(mod(pixelID,waveformSize.x), 1.0+floor(pixelID/waveformSize.x));
vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize);
switch (int(mod(wavePixel.x, 3.0))) {
case 0: return waveData.r; break;
case 1: return waveData.g; break;
case 2: return waveData.b; break;
}
return 0.;
int id = int(mod(wavePixel.x, 3.0));
if(id == 0) return waveData.r;
if(id == 1) return waveData.g;
if(id == 2) return waveData.b;
return 0.0;
}
float getAmpWidth(float amplitude) {
@@ -45,26 +44,26 @@ bool inWaveForm(vec2 pixel, float width) {
float getHightlight(float ampwidth) {
float remapCoord = (ampwidth/textureRes.x)/2.0;
float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.0-remapCoord, 0.0, 1.0);
return 1.-(abs(mappedCoord-0.5)*2.0);
return 1.0-(abs(mappedCoord-0.5)*2.0);
}
void outlineWaveform(vec2 pixel, vec2 offset) {
float amplitude = getAmplitude(pixel - offset);
float ampwidth = (1.-amplitude) * textureRes.x;
float ampwidth = (1.0-amplitude) * textureRes.x;
if (!inWaveForm(pixel, ampwidth))
gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude);
gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude);
}
void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
gradientColor *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0;
gradientColor *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0;
gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0));
float ampwidthHighlight = getAmpWidth(amplitude*(1.0/3.0));
float ampwidthHighlight = getAmpWidth(amplitude/3.0);
if (inWaveForm(pixel, ampwidthHighlight))
gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(ampwidthHighlight), 0.0, 1.0, 0.5, 1.0));
gl_FragColor = vec4(vec3(gradientColor * mix(0.5, 0.8, amplitude))*openfl_Alphav, openfl_Alphav);
outlineWaveform(pixel, vec2(0.0, -1.0));