bye april fools😭
man that was buggy af
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@@ -2,11 +2,6 @@
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// Used in charter by waveforms
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#define HEIGHT 0.05 // Height of the Bar
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#define BACKLIGHT 0.6 // Backlight
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#define BRIGHTNESS 0.33 // overall Brightness
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#define GLOW 1.25 // Glow intensity of the Bar
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const vec3 gradient1 = vec3(114.0/255.0, 81.0/255.0, 135.0/255.0);
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const vec3 gradient2 = vec3(144.0/255.0, 80.0/255.0, 186.0/255.0);
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@@ -23,8 +18,6 @@ uniform ivec2 waveformSize;
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uniform bool lowDetail;
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uniform float time;
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float getAmplitude(vec2 pixel) {
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float pixelID = floor((pixel.y+pixelOffset)/3.0);
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@@ -59,7 +52,26 @@ void outlineWaveform(vec2 pixel, vec2 offset) {
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float ampwidth = (1.0-amplitude) * textureRes.x;
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if (!inWaveForm(pixel, ampwidth))
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gl_FragColor = vec4(vec3(0.), 1.);
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gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude);
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}
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void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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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 ampwidthHighlight = getAmpWidth(amplitude/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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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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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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@@ -68,21 +80,9 @@ void main()
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float amplitude = getAmplitude(pixel);
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float ampwidth = getAmpWidth(amplitude);
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gl_FragColor = vec4(vec3(0.0), .1);
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gl_FragColor = vec4(0.0);
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if (!inWaveForm(pixel, ampwidth)) return;
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vec2 uv = openfl_TextureCoordv.xy - 0.5;
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float c = BACKLIGHT;
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float a = abs(uv.x);
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float s = 1.0 - smoothstep(0.0, ampwidth/textureRes.x, a);
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c *= 1.33 - smoothstep(0.0, 0.5, a);
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c*=c*c;
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c += s*.5;
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if (inWaveForm(pixel, ampwidth))
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c += s;
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gl_FragColor = vec4((cos(6.283 * (uv.y + time + vec3(0.0,.33,0.66)))*map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0)) + GLOW, 1.0) * c * BRIGHTNESS;
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gl_FragColor.xyz *= map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0);
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gl_FragColor.xyz *= pixel.y+pixelOffset>playerPosition ? 0.6 : 1.0;
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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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