actual Godot compatibility changes
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@@ -102,6 +102,7 @@ class ShaderFrontend implements FrontendPlugin {
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var colorOut = "";
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var coordIn = "";
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transformedCode += "const float PI = 3.1415926535897932384626433832795;\n";
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function nextToken() {
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glslStream.dropWhitespace();
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@@ -132,36 +133,59 @@ class ShaderFrontend implements FrontendPlugin {
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default:
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}
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// Shadertoy compatibility:
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case Some("iResolution"):
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transformedCode += "openfl_TextureSize";
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case Some("mainImage"):
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dropNext("(");
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dropNext("out");
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dropNext("vec4");
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switch (nextToken()) {
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case Some(symbol):
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colorOut = symbol;
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default:
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error();
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}
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dropNext(",");
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dropNext("in");
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dropNext("vec2");
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switch (nextToken()) {
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case Some(symbol):
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coordIn = symbol;
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default:
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error();
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}
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dropNext(")");
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transformedCode += "main() ";
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case Some("void"):
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switch (nextToken()) {
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case Some("mainImage"):
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dropNext("(");
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dropNext("out");
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dropNext("vec4");
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switch (nextToken()) {
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case Some(symbol):
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colorOut = symbol;
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default:
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error();
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}
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dropNext(",");
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dropNext("in");
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dropNext("vec2");
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switch (nextToken()) {
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case Some(symbol):
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coordIn = symbol;
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default:
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error();
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}
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dropNext(")");
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transformedCode += "void main() ";
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case Some("fragment"):
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dropNext("()");
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transformedCode += "void main() ";
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case Some(other):
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transformedCode += 'void $other';
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default:
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throw "expected name of void function";
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}
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case Some(name) if (name == colorOut):
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transformedCode += "gl_FragColor";
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case Some(name) if (name == coordIn):
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transformedCode += "openfl_TextureCoordv * openfl_TextureSize";
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// Godot compatibility
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case Some("TIME"):
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transformedCode += "iTime";
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case Some("COLOR"):
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transformedCode += "gl_FragColor";
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// Not totally sure this actually is a 1-to-1 equivalency:
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case Some("SCREEN_UV"):
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transformedCode += "openfl_TextureCoordv";
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case Some("SCREEN_PIXEL_SIZE"):
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transformedCode += "vec2(1 / openfl_TextureSize.x, 1 / openfl_TextureSize.y)";
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case Some("uniform"):
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var uType = expect("uniform type", nextToken);
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45
src/kiss_flixel/shaders/MirroredOrnament.frag
Normal file
45
src/kiss_flixel/shaders/MirroredOrnament.frag
Normal file
@@ -0,0 +1,45 @@
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#pragma header
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// Source: https://godotshaders.com/shader/animated-mirrored-ornament/
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// Modified by Nat
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uniform vec3 color_a = vec3(0.5);
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uniform vec3 color_b = vec3(0.5);
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uniform vec3 color_c = vec3(1.0);
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uniform vec3 color_d = vec3(0.0, 0.33, 0.67);
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uniform int iterations = 10; // : hint_range(1, 50, 1)
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uniform float speed = 1.0; // : hint_range(0.1, 10.0)
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uniform float zoom = 1.0; // : hint_range(0.1, 5.0)
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uniform float subtract = 0.5; // : hint_range(0.1, 1.0)
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uniform float multiply = 1.1; // : hint_range(1.0, 2.0)
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vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
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return a + b * cos(2.0 * PI * (c * t + d));
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}
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vec2 rotate(vec2 uv, float angle) {
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return uv * mat2(
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vec2(cos(angle), -sin(angle)),
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vec2(sin(angle), cos(angle))
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);
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}
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vec3 invert_color(vec3 color, float intensity) {
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return mix(color.rgb, 1.0 - color.rgb, intensity);
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}
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void fragment() {
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float time = TIME;
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float angle = time * speed * 0.1;
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vec2 uv = (SCREEN_UV - 0.5) / vec2(SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y, 1.0);
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vec3 color = vec3(0.0);
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uv /= zoom + sin(time * 0.1) * 0.5 + 0.5;
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for (int i = 0; i < iterations; i++) {
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uv = rotate((abs(uv) - subtract) * multiply, angle);
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}
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vec3 p = palette(length(uv) + dot(uv, uv), color_a, color_b, color_c, color_d);
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color = clamp(vec3(length(uv) * p), vec3(0.0), vec3(1.0));
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float intensity = sin(time) * 0.25 - 0.2;
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color = invert_color(color, intensity);
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COLOR = vec4(color, 1.0);
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}
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