2019-11-10 15:09:14 +10:30
|
|
|
shader_type canvas_item;
|
|
|
|
//render_mode unshaded;
|
|
|
|
|
|
|
|
uniform float bps;
|
|
|
|
uniform vec4 star_color : hint_color;
|
|
|
|
uniform vec4 held_color : hint_color;
|
|
|
|
uniform vec2 screen_size;
|
|
|
|
|
|
|
|
//void vertex() {
|
|
|
|
//}
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
|
vec4 sample = texture(TEXTURE, UV);
|
2019-11-13 00:48:06 +10:30
|
|
|
|
|
|
|
//Not sure if this helps or hurts performance
|
|
|
|
//if (sample.a <= 0.0) discard;
|
|
|
|
|
2019-11-14 22:27:30 +10:30
|
|
|
float color_scale = sample.r;
|
|
|
|
float bright_scale = (sample.g+sample.b)/2.0;
|
2019-11-10 15:09:14 +10:30
|
|
|
float dist = distance(FRAGCOORD.xy, screen_size/2.0);
|
|
|
|
float dist_norm = dist*1.8 / screen_size.y;
|
|
|
|
if (COLOR.rgb == star_color.rgb){
|
|
|
|
// Star ripple
|
|
|
|
COLOR.rg += dist_norm*0.33;
|
|
|
|
COLOR.rgb *= mix(abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.75);
|
2019-11-14 22:27:30 +10:30
|
|
|
COLOR.rgb *= color_scale; // Preserve black outlines
|
|
|
|
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
|
2019-11-10 15:09:14 +10:30
|
|
|
} else if (COLOR.rgb == held_color.rgb){
|
|
|
|
// Hold note being held, flashy effects
|
|
|
|
COLOR.b *= mix(2.0*abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.35);
|
|
|
|
COLOR.g *= mix(1.0 - 2.0*abs(0.5-mod(TIME*bps*0.5+dist_norm, 1.0)), 0.0, 0.35);
|
|
|
|
COLOR.r *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
|
2019-11-14 22:27:30 +10:30
|
|
|
if (color_scale < 0.5){ // Make black outlines shine
|
|
|
|
COLOR.rgb = mix(COLOR.rgb, vec3(mix(dist_norm, abs(0.5-mod(TIME*bps*8.0, 1.0)), 0.33)), 1.0-(color_scale*2.0));
|
2019-11-10 15:09:14 +10:30
|
|
|
}
|
2019-11-14 22:27:30 +10:30
|
|
|
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), 0.33); // brighten overall
|
|
|
|
COLOR.rgb = mix(COLOR.rgb, vec3(0.25), bright_scale); // Invert white outlines
|
2019-11-10 15:09:14 +10:30
|
|
|
} else {
|
|
|
|
COLOR.gb += 0.1;
|
|
|
|
COLOR.rgb *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
|
2019-11-14 22:27:30 +10:30
|
|
|
COLOR.rgb *= color_scale; // Preserve black outlines
|
|
|
|
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
|
2019-11-10 15:09:14 +10:30
|
|
|
}
|
|
|
|
|
2019-11-20 17:57:18 +10:30
|
|
|
COLOR.a = clamp(COLOR.a*texture(TEXTURE, UV).a, 0.0, 1.0);
|
2019-11-10 15:09:14 +10:30
|
|
|
}
|