#pragma header // Used in charter by waveforms #define HEIGHT 0.05 // Height of the Bar #define BACKLIGHT 0.6 // Backlight #define BRIGHTNESS 0.33 // overall Brightness #define GLOW 1.25 // Glow intensity of the Bar 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(0.1); const vec3 lowdetailcol = vec3(0.0, 0.0, 1.0); uniform vec2 textureRes; uniform float pixelOffset; uniform float playerPosition; uniform sampler2D waveformTexture; uniform ivec2 waveformSize; uniform bool lowDetail; uniform float time; 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); 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) { return (1.0-amplitude) * textureRes.x; } bool inWaveForm(vec2 pixel, float width) { float widthdiv2 = width/2.0; return pixel.x > widthdiv2 && pixel.x < textureRes.x-widthdiv2; } 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 1.0-(abs(mappedCoord-0.5)*2.0); } void outlineWaveform(vec2 pixel, vec2 offset) { float amplitude = getAmplitude(pixel - offset); float ampwidth = (1.0-amplitude) * textureRes.x; if (!inWaveForm(pixel, ampwidth)) gl_FragColor = vec4(vec3(0.), 1.); } void main() { vec2 pixel = openfl_TextureCoordv * textureRes; float amplitude = getAmplitude(pixel); float ampwidth = getAmpWidth(amplitude); gl_FragColor = vec4(vec3(0.0), .1); vec2 uv = openfl_TextureCoordv.xy - 0.5; float c = BACKLIGHT; float a = abs(uv.x); float s = 1.0 - smoothstep(0.0, ampwidth/textureRes.x, a); c *= 1.33 - smoothstep(0.0, 0.5, a); c*=c*c; c += s*.5; if (inWaveForm(pixel, ampwidth)) c += s; 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; gl_FragColor.xyz *= map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0); gl_FragColor.xyz *= pixel.y+pixelOffset>playerPosition ? 0.6 : 1.0; }