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Copy pathLuaShader.hx
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LuaShader.hx
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/*import flixel.system.FlxAssets.FlxShader;
class LuaShader extends FlxShader
{
// SHADER SHIT FOR LUA CODE
public function new(frag,vert)
{
glFragmentSource = '
#pragma header
varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
uniform bool hasTransform;
uniform bool hasColorTransform;
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click
uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
uniform float iSampleRate; // sound sample rate (i.e., 44100)
vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
{
vec4 color = texture2D(bitmap, coord);
if (!hasTransform)
{
return color;
}
if (color.a == 0.0)
{
return vec4(0.0, 0.0, 0.0, 0.0);
}
if (!hasColorTransform)
{
return color * openfl_Alphav;
}
color = vec4(color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4(0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0)
{
return vec4(0.0, 0.0, 0.0, 0.0);
}
' + frag;
iResolution
super();
}
}*/