Optimized blur shader
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@@ -1,5 +1,7 @@
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package funkin.editors.ui;
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import openfl.display.ShaderParameter;
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import openfl.display.ShaderInput;
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import openfl.filters.ShaderFilter;
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import flixel.tweens.FlxTween;
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import funkin.backend.shaders.CustomShader;
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@@ -7,7 +9,17 @@ import funkin.backend.shaders.CustomShader;
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// TODO: make UIWarningSubstate extend this
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class UISubstateWindow extends MusicBeatSubstate {
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var camShaders:Array<FlxCamera> = [];
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var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
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var blurShader:CustomShader = {
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var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
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if(!Options.intensiveBlur) {
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var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
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noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
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noiseTexture.wrap = REPEAT;
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var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
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noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
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}
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_;
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};
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var titleSpr:UIText;
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var messageSpr:UIText;
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@@ -1,5 +1,7 @@
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package funkin.editors.ui;
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import openfl.display.ShaderParameter;
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import openfl.display.ShaderInput;
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import openfl.filters.ShaderFilter;
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import flixel.tweens.FlxTween;
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import flixel.tweens.FlxEase;
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@@ -7,7 +9,17 @@ import funkin.backend.shaders.CustomShader;
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class UIWarningSubstate extends MusicBeatSubstate {
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var camShaders:Array<FlxCamera> = [];
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var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
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var blurShader:CustomShader = {
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var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
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if(!Options.intensiveBlur) {
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var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
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noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
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noiseTexture.wrap = REPEAT;
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var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
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noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
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}
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_;
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};
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var title:String;
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var message:String;
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