/*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(); } }*/