AltParty2024/assets/shaders/wipe.gdshader

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2024-10-09 20:30:44 +03:00
shader_type canvas_item;
uniform float percentage:hint_range(0.0,1,.01);
uniform float masked_alpha:hint_range(0,1,.01)=1;
uniform float unmasked_alpha:hint_range(0,1,.01);
uniform bool horizontal=false;
uniform bool invert=true;
void fragment() {
vec4 main_tex=texture(TEXTURE,UV);
COLOR.a=main_tex.a;
float uvPOS=UV.y;
float step_value=unmasked_alpha+step(uvPOS,percentage);
if(horizontal){ uvPOS=UV.x; }
if(invert){
step_value=unmasked_alpha+1.0-step(uvPOS,percentage);
}
COLOR.a=(main_tex.a)*step_value*masked_alpha;
}