shaders and editor optimizations
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@@ -347,6 +347,8 @@ class ModchartState
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lua = null;
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}
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public var luaWiggles:Map<String,WiggleEffect> = new Map<String,WiggleEffect>();
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// LUA SHIT
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function new()
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@@ -427,6 +429,41 @@ class ModchartState
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Lua_helper.add_callback(lua,"getProperty", getPropertyByName);
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Lua_helper.add_callback(lua,"setNoteWiggle", function(wiggleId) {
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PlayState.instance.camNotes.setFilters([new ShaderFilter(luaWiggles.get(wiggleId).shader)]);
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});
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Lua_helper.add_callback(lua,"setSustainWiggle", function(wiggleId) {
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PlayState.instance.camSustains.setFilters([new ShaderFilter(luaWiggles.get(wiggleId).shader)]);
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});
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Lua_helper.add_callback(lua,"createWiggle", function(freq:Float,amplitude:Float,speed:Float) {
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var wiggle = new WiggleEffect();
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wiggle.waveAmplitude = amplitude;
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wiggle.waveSpeed = speed;
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wiggle.waveFrequency = freq;
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var id = Lambda.count(luaWiggles) + 1 + "";
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luaWiggles.set(id,wiggle);
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return id;
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});
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Lua_helper.add_callback(lua,"setWiggleTime", function(wiggleId:String,time:Float) {
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var wiggle = luaWiggles.get(wiggleId);
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wiggle.shader.uTime.value = [time];
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});
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Lua_helper.add_callback(lua,"setWiggleAmplitude", function(wiggleId:String,amp:Float) {
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var wiggle = luaWiggles.get(wiggleId);
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wiggle.waveAmplitude = amp;
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});
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// Lua_helper.add_callback(lua,"makeAnimatedSprite", makeAnimatedLuaSprite);
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// this one is still in development
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