clean up waveform shader
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@@ -19,13 +19,13 @@ uniform ivec2 waveformSize;
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uniform bool lowDetail;
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float getAmplitude(vec2 pixel) {
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float pixelID = floor((pixel.y+pixelOffset)/3.);
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float pixelID = floor((pixel.y+pixelOffset)/3.0);
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// TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SRSLY I GOT NO CLUE) -lunar
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vec2 wavePixel = vec2(mod(pixelID,waveformSize.x), 1.+floor(pixelID/waveformSize.x));
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vec2 wavePixel = vec2(mod(pixelID,waveformSize.x), 1.0+floor(pixelID/waveformSize.x));
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vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize);
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switch (int(mod(wavePixel.x, 3.))) {
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switch (int(mod(wavePixel.x, 3.0))) {
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case 0: return waveData.r; break;
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case 1: return waveData.g; break;
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case 2: return waveData.b; break;
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@@ -33,70 +33,57 @@ float getAmplitude(vec2 pixel) {
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return 0.;
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}
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float getAmpWidth(float amplitude) {
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return (1.0-amplitude) * textureRes.x;
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}
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bool inWaveForm(vec2 pixel, float width) {
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float widthdiv2 = width/2.;
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float widthdiv2 = width/2.0;
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return pixel.x > widthdiv2 && pixel.x < textureRes.x-widthdiv2;
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}
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float getHightlight(float ampwidth) {
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float remapCoord = (ampwidth/textureRes.x)/2.0;
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float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.0-remapCoord, 0.0, 1.0);
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return 1.-(abs(mappedCoord-0.5)*2.0);
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}
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void outlineWaveform(vec2 pixel, vec2 offset) {
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float amplitude = getAmplitude(pixel - offset);
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float ampwidth = (1.-amplitude) * textureRes.x;
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if (!inWaveForm(pixel, ampwidth))
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gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude);
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}
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void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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if (inWaveForm(pixel, ampwidth)) {
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vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
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gradientColor *= pixel.y+pixelOffset>playerPosition ? .7 : 1.;
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vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
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gradientColor *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0;
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0));
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float remapCoord = (amplitude/textureRes.x)/2.;
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float ampwidthHighlight = getAmpWidth(amplitude*(1.0/3.0));
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if (inWaveForm(pixel, ampwidthHighlight))
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(ampwidthHighlight), 0.0, 1.0, 0.5, 1.0));
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gl_FragColor = vec4(vec3(gradientColor * mix(0.5, 0.8, amplitude))*openfl_Alphav, openfl_Alphav);
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float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.-remapCoord, 0., 1.);
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float hightlightAmount = 1.-(abs(mappedCoord-0.5)*2.);
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0., 1., .5, 1.));
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float ampwidthHighlight = (1.-(amplitude*(1./3.))) * textureRes.x;
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if (inWaveForm(pixel, ampwidthHighlight)) {
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float remapCoord = (ampwidthHighlight/textureRes.x)/2.;
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float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.-remapCoord, 0., 1.);
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float hightlightAmount = 1.-(abs(mappedCoord-0.5)*2.);
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0., 1., .5, 1.));
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}
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gl_FragColor = vec4(vec3(gradientColor * mix(0.5, .8, amplitude))*openfl_Alphav, openfl_Alphav);
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float lastAmplitude = getAmplitude(pixel - vec2(0., -1.));
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float lastAmpwidth = (1.-lastAmplitude) * textureRes.x;
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if (!inWaveForm(pixel, lastAmpwidth))
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gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude);
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float nextAmplitude = getAmplitude(pixel - vec2(0., 1.));
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float nextAmpwidth = (1.-nextAmplitude) * textureRes.x;
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if (!inWaveForm(pixel, nextAmpwidth))
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gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude);
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if (!inWaveForm(pixel, ampwidth+2.) && amplitude > 0.)
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gl_FragColor -= outlinecolor;
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}
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outlineWaveform(pixel, vec2(0.0, -1.0));
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outlineWaveform(pixel, vec2(0.0, 1.0));
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}
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void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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if (inWaveForm(pixel, ampwidth)) {
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vec3 color = lowdetailcol;
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color *= pixel.y+pixelOffset>playerPosition ? .7 : 1.;
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gl_FragColor = vec4(color, 1.);
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}
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gl_FragColor = vec4(lowdetailcol * (pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0), 1.0);
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}
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void main()
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{
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vec2 pixel = openfl_TextureCoordv * textureRes;
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float amplitude = getAmplitude(pixel);
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float ampwidth = (1.-amplitude) * textureRes.x;
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float ampwidth = getAmpWidth(amplitude);
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if (lowDetail)
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lowDetailWaveform(pixel, amplitude, ampwidth);
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else
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highDetailWaveform(pixel, amplitude, ampwidth);
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gl_FragColor = vec4(0.0);
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if (!inWaveForm(pixel, ampwidth)) return;
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if (lowDetail) lowDetailWaveform(pixel, amplitude, ampwidth);
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else highDetailWaveform(pixel, amplitude, ampwidth);
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}
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