#pragma header #extension GL_EXT_gpu_shader4 : enable // Used in charter by waveforms -lunar const vec3 gradient1 = vec3(114./255., 81./255., 135./255); const vec3 gradient2 = vec3(144./255., 80./255., 186./255); const vec4 outlinecolor = vec4(vec3(.1), .1); const vec3 lowdetailcol = vec3(0., 0., 1.); uniform vec2 textureRes; uniform float pixelOffset; uniform float playerPosition; uniform sampler2D waveformTexture; uniform ivec2 waveformSize; uniform bool lowDetail; float getAmplitude(vec2 pixel) { float pixelID = floor((pixel.y+pixelOffset)/3.); // TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SRSLY I GOT NO CLUE) -lunar vec2 wavePixel = vec2(int(pixelID)%waveformSize.x, 1.+floor(pixelID/waveformSize.x)); vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize); switch (int(wavePixel.x)%3) { case 0: return waveData.r; break; case 1: return waveData.g; break; case 2: return waveData.b; break; } return 0.; } bool inWaveForm(vec2 pixel, float width) { float widthdiv2 = width/2.; return pixel.x > widthdiv2 && pixel.x < textureRes.x-widthdiv2; } void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) { if (inWaveForm(pixel, ampwidth)) { vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x); gradientColor *= pixel.y+pixelOffset>playerPosition ? .7 : 1.; float ampwidthHighlightCool = (1.-(amplitude)) * textureRes.x; float remapCoord = (ampwidthHighlightCool/textureRes.x)/2.; float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.-remapCoord, 0., 1.); float hightlightAmount = 1.-(abs(mappedCoord-0.5)*2.); gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0., 1., .5, 1.)); float ampwidthHighlight = (1.-(amplitude*(1./3.))) * textureRes.x; if (inWaveForm(pixel, ampwidthHighlight)) { float remapCoord = (ampwidthHighlight/textureRes.x)/2.; float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.-remapCoord, 0., 1.); float hightlightAmount = 1.-(abs(mappedCoord-0.5)*2.); gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0., 1., .5, 1.)); } gl_FragColor = vec4(vec3(gradientColor * mix(0.5, .8, amplitude))*openfl_Alphav, openfl_Alphav); float lastAmplitude = getAmplitude(pixel - vec2(0., -1.)); float lastAmpwidth = (1.-lastAmplitude) * textureRes.x; if (!inWaveForm(pixel, lastAmpwidth)) gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude); float nextAmplitude = getAmplitude(pixel - vec2(0., 1.)); float nextAmpwidth = (1.-nextAmplitude) * textureRes.x; if (!inWaveForm(pixel, nextAmpwidth)) gl_FragColor -= outlinecolor*mix(0.5, .8, amplitude); if (!inWaveForm(pixel, ampwidth+2.) && amplitude > 0.) gl_FragColor -= outlinecolor; } } void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) { if (inWaveForm(pixel, ampwidth)) { vec3 color = lowdetailcol; color *= pixel.y+pixelOffset>playerPosition ? .6 : 1.; gl_FragColor = vec4(color, 1.); } } void main() { vec2 pixel = openfl_TextureCoordv * textureRes; float amplitude = getAmplitude(pixel); float ampwidth = (1.-amplitude) * textureRes.x; if (lowDetail) lowDetailWaveform(pixel, amplitude, ampwidth); else highDetailWaveform(pixel, amplitude, ampwidth); }