XDUPlayer/Js/Shaders.js
firebingo 6134339bc6 Move tweens now just use quadout instead of inout.
Made shaders a class to make it easier to add more in future.
Added shaders for updown and downup fades.
Fix loading characters with no pattern (e.g. black_mask) not working.
Gave ability to cancel lerps in case a character gets put on then immediately faded to another alpha.
2018-05-07 21:32:53 -07:00

170 lines
4.9 KiB
JavaScript

//http://glslsandbox.com/e#39992.0
class Shaders {
constructor() {
this.leftToRightFadeShader = `
precision mediump float;
varying vec2 vTextureCoord;
uniform vec2 dimensions;
uniform vec4 filterArea;
uniform float time;
uniform vec4 fadeincolor;
uniform vec4 fadeoutcolor;
vec2 mapCoord( vec2 coord ) {
coord *= filterArea.xy;
return coord;
}
void main( void ) {
vec2 uv = vTextureCoord;
vec2 mappedCoord = mapCoord(uv) / dimensions;
float step2 = time;
float step3 = time + 0.2;
step3 = clamp(step3, -1.0, 1.0);
float step4 = 1.0;
vec4 color = fadeincolor;
color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
gl_FragColor = color;
}`
this.rightToLeftFadeShader = `
precision mediump float;
varying vec2 vTextureCoord;
uniform vec2 dimensions;
uniform vec4 filterArea;
uniform float time;
uniform vec4 fadeincolor;
uniform vec4 fadeoutcolor;
vec2 mapCoord( vec2 coord ) {
coord *= filterArea.xy;
return coord;
}
void main( void ) {
vec2 uv = vTextureCoord;
vec2 mappedCoord = mapCoord(uv) / dimensions;
float step2 = (1.0 - time);
float step3 = (1.0 - time) - 0.2;
step3 = clamp(step3, 0.0, 1.0);
float step4 = -0.0001;
vec4 color = fadeincolor;
color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
gl_FragColor = color;
}`
this.downToUpFadeShader = `
precision mediump float;
varying vec2 vTextureCoord;
uniform vec2 dimensions;
uniform vec4 filterArea;
uniform float time;
uniform vec4 fadeincolor;
uniform vec4 fadeoutcolor;
vec2 mapCoord( vec2 coord ) {
coord *= filterArea.xy;
return coord;
}
void main( void ) {
vec2 uv = vTextureCoord;
vec2 mappedCoord = mapCoord(uv) / dimensions;
float step2 = (1.0 - time);
float step3 = (1.0 - time) - 0.2;
step3 = clamp(step3, 0.0, 1.0);
float step4 = -0.0001;
vec4 color = fadeincolor;
color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.y));
color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.y));
gl_FragColor = color;
}`
this.uptoDownFadeShader = `
precision mediump float;
varying vec2 vTextureCoord;
uniform vec2 dimensions;
uniform vec4 filterArea;
uniform float time;
uniform vec4 fadeincolor;
uniform vec4 fadeoutcolor;
vec2 mapCoord( vec2 coord ) {
coord *= filterArea.xy;
return coord;
}
void main( void ) {
vec2 uv = vTextureCoord;
vec2 mappedCoord = mapCoord(uv) / dimensions;
float step2 = time;
float step3 = time + 0.2;
step3 = clamp(step3, -1.0, 1.0);
float step4 = 1.0;
vec4 color = fadeincolor;
color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.y));
color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.y));
gl_FragColor = color;
}`
this.shaders = {};
}
buildShaders() {
let divalefttorightfade = new PIXI.Filter(null, this.leftToRightFadeShader, {
time: { type: 'f', value: 0 },
dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
});
divalefttorightfade.apply = baseShaderApply;
this.shaders['divalefttorightfade'] = divalefttorightfade;
let divarighttoleftfade = new PIXI.Filter(null, this.rightToLeftFadeShader, {
time: { type: 'f', value: 0 },
dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
});
divarighttoleftfade.apply = baseShaderApply;
this.shaders['divarighttoleftfade'] = divarighttoleftfade;
let divauptodownfade = new PIXI.Filter(null, this.uptoDownFadeShader, {
time: { type: 'f', value: 0 },
dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
});
divauptodownfade.apply = baseShaderApply;
this.shaders['divauptodownfade'] = divauptodownfade;
let divadowntoupfade = new PIXI.Filter(null, this.downToUpFadeShader, {
time: { type: 'f', value: 0 },
dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
});
divadowntoupfade.apply = baseShaderApply;
this.shaders['divadowntoupfade'] = divadowntoupfade;
function baseShaderApply(filterManager, input, output) {
this.uniforms.dimensions[0] = input.sourceFrame.width
this.uniforms.dimensions[1] = input.sourceFrame.height
filterManager.applyFilter(this, input, output);
}
}
}