#pragma header // Used in charter by waveforms 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; 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; } 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 ? 0.7 : 1.0; float remapCoord = (amplitude/textureRes.x)/2.0; float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.0-remapCoord, 0.0, 1.0); float hightlightAmount = 1.0-(abs(mappedCoord-0.5)*2.0); gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0.0, 1.0, 0.5, 1.0)); float ampwidthHighlight = (1.0-(amplitude*(1.0/3.0))) * textureRes.x; if (inWaveForm(pixel, ampwidthHighlight)) { float remapCoord = (ampwidthHighlight/textureRes.x)/2.0; float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.0-remapCoord, 0.0, 1.0); float hightlightAmount = 1.0-(abs(mappedCoord-0.5)*2.0); gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0.0, 1.0, 0.5, 1.0)); } gl_FragColor = vec4(vec3(gradientColor * mix(0.5, 0.8, amplitude))*openfl_Alphav, openfl_Alphav); float lastAmplitude = getAmplitude(pixel - vec2(0.0, -1.0)); float lastAmpwidth = (1.0-lastAmplitude) * textureRes.x; if (!inWaveForm(pixel, lastAmpwidth)) gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude); float nextAmplitude = getAmplitude(pixel - vec2(0.0, 1.0)); float nextAmpwidth = (1.0-nextAmplitude) * textureRes.x; if (!inWaveForm(pixel, nextAmpwidth)) gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude); if (!inWaveForm(pixel, ampwidth+2.0) && amplitude > 0.0) gl_FragColor -= outlinecolor; } } void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) { if (inWaveForm(pixel, ampwidth)) { vec3 color = lowdetailcol; color *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0; gl_FragColor = vec4(color, 1.0); } } void main() { vec2 pixel = openfl_TextureCoordv * textureRes; float amplitude = getAmplitude(pixel); float ampwidth = (1.0-amplitude) * textureRes.x; if (lowDetail) lowDetailWaveform(pixel, amplitude, ampwidth); else highDetailWaveform(pixel, amplitude, ampwidth); }