#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); uniform vec2 textureRes; uniform float pixelOffset; uniform sampler2D waveformTexture; uniform ivec2 waveformSize; 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 main() { vec2 pixel = openfl_TextureCoordv * textureRes; float amplitude = getAmplitude(pixel); float ampwidth = (1.-amplitude) * textureRes.x; gl_FragColor = vec4(0.); if (inWaveForm(pixel, ampwidth)) { vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x); 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., .4, 1.)); } gl_FragColor = vec4(vec3(gradientColor * mix(0.5, .8, amplitude))*openfl_Alphav, openfl_Alphav); } }