Files
CodenameEngine/assets/shaders/engine/editorWaveforms.frag
T
2024-03-20 19:42:27 -07:00

104 lines
3.2 KiB
GLSL

#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);
}