diff --git a/assets/shaders/engine/circleProfilePicture.frag b/assets/shaders/engine/circleProfilePicture.frag index 6cf0b2ab..1a641250 100644 --- a/assets/shaders/engine/circleProfilePicture.frag +++ b/assets/shaders/engine/circleProfilePicture.frag @@ -6,6 +6,6 @@ void main() { float len = length(openfl_TextureCoordv - vec2(0.5, 0.5)); float r = 0.5 - (1.0 / openfl_TextureSize.x); vec4 c = flixel_texture2D(bitmap, openfl_TextureCoordv); - vec4 color = mix(vec4(0, 0, 0, 0.5), c, c.a); - gl_FragColor = color * clamp(1 - ((len - r) * openfl_TextureSize.x), 0, 1); + vec4 color = mix(vec4(0.0, 0.0, 0.0, 0.5), c, c.a); + gl_FragColor = color * clamp(1.0 - ((len - r) * openfl_TextureSize.x), 0.0, 1.0); } \ No newline at end of file diff --git a/assets/shaders/engine/editorBlur.frag b/assets/shaders/engine/editorBlur.frag index 66b3eafb..ffcbc755 100644 --- a/assets/shaders/engine/editorBlur.frag +++ b/assets/shaders/engine/editorBlur.frag @@ -7,9 +7,9 @@ int steps = 16; int stepsInside = 2; float strength = 0.0075; vec4 getColor(vec2 pos) { - if (pos.x < 0) pos.x = 0; + if (pos.x < 0.0) pos.x = 0.0; else if (pos.x > 1.0 - (1.0 / openfl_TextureSize.x)) pos.x = 1.0 - (1.0 / openfl_TextureSize.x); - if (pos.y < 0) pos.y = 0; + if (pos.y < 0.0) pos.y = 0.0; else if (pos.y > 1.0 - (1.0 / openfl_TextureSize.y)) pos.y = 1.0 - (1.0 / openfl_TextureSize.y); // return textureCam(bitmap, pos); return flixel_texture2D(bitmap, pos); @@ -17,15 +17,18 @@ vec4 getColor(vec2 pos) { void main() { // vec2 camPos = getCamPos(openfl_TextureCoordv); vec2 camPos = openfl_TextureCoordv; - if (camPos.x < 0 || camPos.x > 1 || camPos.y < 0 || camPos.y > 1) + if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0) return; vec4 color = getColor(camPos); float fsteps = steps; - for(float inside = 1; inside < stepsInside+1; inside++) { + for(float inside = 1.0; inside < stepsInside+1.0; inside++) { for(int i = 0; i < steps; i++) { float fi = i; - color += getColor(camPos + vec2(strength * (inside / stepsInside) * cos(fi / fsteps * (PI * 2.0)), strength * (inside / stepsInside) * sin(fi / fsteps * (PI * 2.0)))); + color += getColor(camPos + vec2( + strength * (inside / stepsInside) * cos(fi / fsteps * (PI * 2.0)), + strength * (inside / stepsInside) * sin(fi / fsteps * (PI * 2.0)) + )); } } diff --git a/assets/shaders/engine/editorWaveforms.frag b/assets/shaders/engine/editorWaveforms.frag index 789c3c20..c2ea827d 100644 --- a/assets/shaders/engine/editorWaveforms.frag +++ b/assets/shaders/engine/editorWaveforms.frag @@ -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)); diff --git a/assets/shaders/engine/updaterShader.frag b/assets/shaders/engine/updaterShader.frag index f3a63166..ef6fec03 100644 --- a/assets/shaders/engine/updaterShader.frag +++ b/assets/shaders/engine/updaterShader.frag @@ -28,7 +28,7 @@ void main() { hsv.g = (1.0/3.0) * strength * coords.y; - hsv.r = mod(elapsed + coords.x + coords.y, 1); + hsv.r = mod(elapsed + coords.x + coords.y, 1.0); gl_FragColor = vec4(hsv2rgb(hsv), color.a); } \ No newline at end of file diff --git a/source/funkin/editors/charter/Charter.hx b/source/funkin/editors/charter/Charter.hx index 149ecbac..c54e200b 100644 --- a/source/funkin/editors/charter/Charter.hx +++ b/source/funkin/editors/charter/Charter.hx @@ -493,6 +493,14 @@ class Charter extends UIState { Framerate.codenameBuildField.alpha = 0.4; } updateDisplaySprites(); + + // ! IF YOU EVER WANNA VIEW IN THE FUTURE, JUST USE A FLXSPRITE :D -lunar + /*var dataDisplay:FlxSprite = new FlxSprite().loadGraphic(waveformHandler.waveDatas.get("Voices.ogg")); + dataDisplay.scrollFactor.set(1, 0); + dataDisplay.scale.set(2, 2); + dataDisplay.updateHitbox(); + dataDisplay.screenCenter(Y); + dataDisplay.cameras = [charterCamera]; dataDisplay.x = -dataDisplay.width; add(dataDisplay);*/ } override function destroy() { diff --git a/source/funkin/editors/charter/CharterWaveformHandler.hx b/source/funkin/editors/charter/CharterWaveformHandler.hx index ce4d9749..44ef5ee9 100644 --- a/source/funkin/editors/charter/CharterWaveformHandler.hx +++ b/source/funkin/editors/charter/CharterWaveformHandler.hx @@ -60,10 +60,6 @@ class CharterWaveformHandler extends FlxBasic { waveDatas.set(name, waveData); return waveData; - - // ! IF YOU EVER WANNA VIEW IN THE FUTURE, JUST USE A FLXSPRITE :D -lunar - // var dataDisplay:FlxSprite = new FlxSprite().loadGraphic(waveformHandler.waveDatas.get("Voices.ogg")); - // dataDisplay.cameras = [charterCamera]; dataDisplay.x = -dataDisplay.width; add(dataDisplay); } public function generateShader(name:String, sound:FlxSound):CustomShader {