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Merge branch 'FNF-CNE-Devs:main' into cne-pr
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mcagabe19 authored Oct 29, 2024
2 parents cb90994 + 99fb9b4 commit c6e97a1
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Showing 6 changed files with 33 additions and 27 deletions.
32 changes: 7 additions & 25 deletions assets/shaders/engine/editorBlurFast.frag
Original file line number Diff line number Diff line change
Expand Up @@ -13,32 +13,16 @@ float uBrightness = 0.6;

vec4 getColor(vec2 pos) {
vec2 ps = (pos);
if (ps.x < 0.0) ps.x = 0.0;
//else if (ps.x > 1.0 - (1.0 / iResolution.x)) ps.x = 1.0 - (1.0 / iResolution.x);
else if (ps.x > 1.0) return vec4(0.0);
if (ps.y < 0.0) ps.y = 0.0;
//else if (ps.y > 1.0 - (1.0 / iResolution.y)) return ps.y = 1.0 - (1.0 / iResolution.y);
else if (ps.y > 1.0) return vec4(0.0);
ps = clamp(ps, vec2(0.0), vec2(1.0));//1.0 - (1.0 / iResolution.xy));
return flixel_texture2D(bitmap, (ps));
}


vec2 fixvec2(float x, float y) { // makes an uv the same across sizes
vec2 val = vec2(x, y);
val.xy *= vec2(1280.0, 720.0);
val.xy /= iResolution.xy;
return val;
}
vec2 fixvec2(vec2 uv) { // makes an uv the same across sizes
vec2 val = uv;
val.xy *= vec2(1280.0, 720.0);
val.xy /= iResolution.xy;
return val;
}
uniform sampler2D noiseTexture;
uniform vec2 noiseTextureSize;

vec2 random(vec2 p) {
p = vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));
return fract(sin(p)*4375.5);
p *= openfl_TextureSize;
return texture2D(noiseTexture, p/noiseTextureSize).rg;
}

void main() {
Expand All @@ -47,13 +31,11 @@ void main() {
if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
return;

//vec4 color = getColor(camPos);

vec2 blur = vec2(uBlur) * vec2(1.0, iResolution.x / iResolution.y);

vec4 a = getColor(camPos+(random(camPos)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+(random(camPos+0.1)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+(random(camPos+0.2)*blur - blur / 2.0)) * uBrightness;
//a += getColor(camPos+(random(camPos+0.2)*blur - blur / 2.0)) * uBrightness;
//a += getColor(camPos+(random(camPos+0.3)*blur - blur / 2.0)) * uBrightness;
gl_FragColor = a / 3.0;
gl_FragColor = a / 2.0;
}
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Binary file added assets/shaders/noise256.png
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14 changes: 13 additions & 1 deletion source/funkin/editors/ui/UISubstateWindow.hx
Original file line number Diff line number Diff line change
@@ -1,13 +1,25 @@
package funkin.editors.ui;

import openfl.display.ShaderParameter;
import openfl.display.ShaderInput;
import openfl.filters.ShaderFilter;
import flixel.tweens.FlxTween;
import funkin.backend.shaders.CustomShader;

// TODO: make UIWarningSubstate extend this
class UISubstateWindow extends MusicBeatSubstate {
var camShaders:Array<FlxCamera> = [];
var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
var blurShader:CustomShader = {
var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
if(!Options.intensiveBlur) {
var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
noiseTexture.wrap = REPEAT;
var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
}
_;
};

var titleSpr:UIText;
var messageSpr:UIText;
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14 changes: 13 additions & 1 deletion source/funkin/editors/ui/UIWarningSubstate.hx
Original file line number Diff line number Diff line change
@@ -1,13 +1,25 @@
package funkin.editors.ui;

import openfl.display.ShaderParameter;
import openfl.display.ShaderInput;
import openfl.filters.ShaderFilter;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import funkin.backend.shaders.CustomShader;

class UIWarningSubstate extends MusicBeatSubstate {
var camShaders:Array<FlxCamera> = [];
var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
var blurShader:CustomShader = {
var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
if(!Options.intensiveBlur) {
var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
noiseTexture.wrap = REPEAT;
var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
}
_;
};

var title:String;
var message:String;
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