2024-10-08 15:50:32 +03:00
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//shader by CasualGarageCoder, updated to Godot 4
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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2024-10-08 20:55:57 +03:00
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uniform float chaos : hint_range(0., 32.) = 15.;
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uniform float radius : hint_range(0., 1.) = 0.8;
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uniform float attenuation : hint_range(1., 5.) = 4.;
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2024-10-08 15:50:32 +03:00
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varying vec2 amount_r;
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varying vec2 amount_g;
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varying vec2 amount_b;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - .5;
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}
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void vertex() {
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vec2 shifted_uv = (UV * 2.) - 1.;
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amount_r = normalize(
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vec2(rand(TIME * 1.3 * shifted_uv),
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rand(TIME * 1.64 * shifted_uv)));
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amount_g = normalize(
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vec2(rand(TIME * 1.5 * shifted_uv),
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rand(TIME * 1.7 * shifted_uv)));
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amount_b = normalize(
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vec2(rand(TIME * 1.17 * shifted_uv),
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rand(TIME * 1.23 * shifted_uv)));
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}
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void fragment() {
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vec2 chaos_v = vec2(chaos, -chaos) * SCREEN_PIXEL_SIZE;
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float dist = length((UV - vec2(0.5)) * 2.);
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float att = clamp(dist / radius, 0., 1.);
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chaos_v *= 1. - pow(att, attenuation);
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COLOR = vec4(
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_r).r,
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_g).g,
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_b).b,
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1.);
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}
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