Implement dynamic shader selection

This commit is contained in:
Otto 2024-10-08 20:55:57 +03:00
parent 45c91bce39
commit d290d00b12
11 changed files with 252 additions and 12 deletions

View file

@ -3,9 +3,9 @@ shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float chaos : hint_range(0., 32.) = 1.; uniform float chaos : hint_range(0., 32.) = 15.;
uniform float radius : hint_range(0., 1.) = 0.5; uniform float radius : hint_range(0., 1.) = 0.8;
uniform float attenuation : hint_range(1., 5.) = 2.; uniform float attenuation : hint_range(1., 5.) = 4.;
varying vec2 amount_r; varying vec2 amount_r;
varying vec2 amount_g; varying vec2 amount_g;

View file

@ -0,0 +1,7 @@
shader_type canvas_item;
void fragment() {
vec3 new_color = texture(TEXTURE, SCREEN_UV, 0.0).rgb;
new_color = vec3(1.0) - new_color;
COLOR.rgb = new_color;
}

View file

@ -1,7 +1,7 @@
shader_type canvas_item; shader_type canvas_item;
uniform int x_pixel_size : hint_range(1, 100); uniform int x_pixel_size : hint_range(1, 100) = 3;
uniform int y_pixel_size : hint_range(1, 100); uniform int y_pixel_size : hint_range(1, 100) = 1;
void fragment() { void fragment() {
vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0); vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0);

View file

@ -0,0 +1,28 @@
//MADE BY : @ahopness
//LICENSE : CC0
//COMATIBLE WITH : GLES2, GLES3, WEBGL
shader_type canvas_item;
uniform float sort :hint_range(0.0, 2.6)= .5;
void fragment(){
vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
// Pseudo Pixel Sorting
float sortThreshold = 1.0 - clamp(sort / 2.6, 0.0, 1.0);
vec2 sortUv = vec2(uv.x, sortThreshold);
// Curved melting transition
vec2 transitionUV = uv;
transitionUV.y += pow(sort, 2.0 + (sort * 2.0)) * uv.x * fract(sin(dot(vec2(transitionUV.x), vec2(12.9, 78.2)))* 437.5);
COLOR = texture(TEXTURE, transitionUV);
// Draw pixel sorting effect behind the melting transition
if(transitionUV.y > 1.){
COLOR = texture(TEXTURE, sortUv);
}else{
COLOR = texture(TEXTURE, uv);
}
}

View file

@ -0,0 +1,44 @@
//shader by CasualGarageCoder, updated to Godot 4
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float chaos : hint_range(0., 32.) = 15.;
uniform float radius : hint_range(0., 1.) = 0.8;
uniform float attenuation : hint_range(1., 5.) = 4.;
varying vec2 amount_r;
varying vec2 amount_g;
varying vec2 amount_b;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - .5;
}
void vertex() {
vec2 shifted_uv = (UV * 2.) - 1.;
amount_r = normalize(
vec2(rand(TIME * 1.3 * shifted_uv),
rand(TIME * 1.64 * shifted_uv)));
amount_g = normalize(
vec2(rand(TIME * 1.5 * shifted_uv),
rand(TIME * 1.7 * shifted_uv)));
amount_b = normalize(
vec2(rand(TIME * 1.17 * shifted_uv),
rand(TIME * 1.23 * shifted_uv)));
}
void fragment() {
vec2 chaos_v = vec2(chaos, -chaos) * SCREEN_PIXEL_SIZE;
float dist = length((UV - vec2(0.5)) * 2.);
float att = clamp(dist / radius, 0., 1.);
chaos_v *= 1. - pow(att, attenuation);
COLOR = vec4(
texture(TEXTURE, SCREEN_UV + chaos_v * amount_r).r,
texture(TEXTURE, SCREEN_UV + chaos_v * amount_g).g,
texture(TEXTURE, SCREEN_UV + chaos_v * amount_b).b,
1.);
}

View file

@ -0,0 +1,7 @@
shader_type canvas_item;
void fragment() {
vec3 new_color = texture(TEXTURE, SCREEN_UV, 0.0).rgb;
new_color = vec3(1.0) - new_color;
COLOR.rgb = new_color;
}

View file

@ -0,0 +1,57 @@
shader_type canvas_item;
group_uniforms segments;
uniform float segments: hint_range(2.0, 48.0, 1.0) = 6.0;
uniform bool segmentReflect = true;
group_uniforms;
group_uniforms polar;
uniform vec2 polarOffset = vec2(0.5, 0.5);
uniform float polarAngle: hint_range(0.0, 360.0) = 0.0;
group_uniforms;
group_uniforms source;
uniform vec2 sourceOffset = vec2(0.5, 0.5);
uniform float sourceScale = 2.0;
uniform float sourceAngle: hint_range(0.0, 360.0) = 0.0;
group_uniforms;
vec2 simpleRotate(vec2 uv, float rotation) {
return vec2(
cos(rotation) * uv.x + sin(rotation) * uv.y,
cos(rotation) * uv.y - sin(rotation) * uv.x
);
}
vec2 kaleid(vec2 uv, float addAngle, vec2 origin, float segCount, bool doReflect) {
uv -= origin;
float radius = sqrt(dot(uv, uv));
float angle = atan(uv.y, uv.x) + addAngle;
float segmentAngle = TAU / segCount;
angle -= segmentAngle * floor(angle / segmentAngle);
if (doReflect) {
angle = min(angle, segmentAngle - angle);
}
return vec2(cos(angle), sin(angle)) * radius;
}
void fragment() {
vec2 newUV = kaleid(UV, radians(polarAngle), polarOffset, segments, segmentReflect);
newUV = simpleRotate(newUV, radians(sourceAngle));
newUV += sourceOffset;
newUV *= sourceScale;
vec4 finalColor = texture(TEXTURE, fract(newUV * sourceScale - sourceOffset));
COLOR = finalColor;
}

View file

@ -0,0 +1,12 @@
shader_type canvas_item;
uniform int x_pixel_size : hint_range(1, 100) = 3;
uniform int y_pixel_size : hint_range(1, 100) = 1;
void fragment() {
vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0);
vec2 texture_uv = floor(UV / TEXTURE_PIXEL_SIZE);
vec2 offset = vec2(float(int(texture_uv.x) % x_pixel_size), float(int(texture_uv.y) % y_pixel_size));
vec2 target = (texture_uv - offset) * TEXTURE_PIXEL_SIZE;
COLOR = texture(TEXTURE, target + correction );
}

View file

@ -0,0 +1,28 @@
//MADE BY : @ahopness
//LICENSE : CC0
//COMATIBLE WITH : GLES2, GLES3, WEBGL
shader_type canvas_item;
uniform float sort :hint_range(0.0, 2.6)= .5;
void fragment(){
vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
// Pseudo Pixel Sorting
float sortThreshold = 1.0 - clamp(sort / 2.6, 0.0, 1.0);
vec2 sortUv = vec2(uv.x, sortThreshold);
// Curved melting transition
vec2 transitionUV = uv;
transitionUV.y += pow(sort, 2.0 + (sort * 2.0)) * uv.x * fract(sin(dot(vec2(transitionUV.x), vec2(12.9, 78.2)))* 437.5);
COLOR = texture(TEXTURE, transitionUV);
// Draw pixel sorting effect behind the melting transition
if(transitionUV.y > 1.){
COLOR = texture(TEXTURE, sortUv);
}else{
COLOR = texture(TEXTURE, uv);
}
}

View file

@ -17,7 +17,7 @@ void fragment() {
ROUGHNESS = 0.2; ROUGHNESS = 0.2;
RIM = 100.0; RIM = 100.0;
} }
} }
//void light() { //void light() {

View file

@ -1,15 +1,71 @@
[gd_scene load_steps=22 format=3 uid="uid://b761uk7sjprrp"] [gd_scene load_steps=23 format=3 uid="uid://b761uk7sjprrp"]
[ext_resource type="Shader" path="res://assets/shaders/kaleidoscope.gdshader" id="1_nwvg1"] [ext_resource type="Shader" path="res://assets/shaders/kaleidoscope.gdshader" id="1_nwvg1"]
[ext_resource type="PackedScene" uid="uid://qehbjfkqs5pl" path="res://entities/ParticlesCool.tscn" id="1_yc1r8"] [ext_resource type="PackedScene" uid="uid://qehbjfkqs5pl" path="res://entities/ParticlesCool.tscn" id="1_yc1r8"]
[ext_resource type="PackedScene" uid="uid://br7cnj1spc4rk" path="res://assets/auto_scale.tscn" id="2_7v8f2"] [ext_resource type="PackedScene" uid="uid://br7cnj1spc4rk" path="res://assets/auto_scale.tscn" id="2_7v8f2"]
[ext_resource type="Shader" path="res://assets/shaders/pixelate.gdshader" id="4_lvys8"] [ext_resource type="Shader" path="res://assets/shaders/pixelsort.gdshader" id="4_v65hu"]
[ext_resource type="Shader" path="res://assets/shaders/cromatic-abberation.gdshader" id="5_w16wy"] [ext_resource type="Shader" path="res://assets/shaders/cromatic-abberation.gdshader" id="5_w16wy"]
[sub_resource type="GDScript" id="GDScript_mtsk5"] [sub_resource type="GDScript" id="GDScript_mtsk5"]
script/source = "extends Control script/source = "extends Control
@onready var pass3: TextureRect = $RandomPasses/Pass3/TextureRect;
@onready var pass2: TextureRect = $RandomPasses/Pass2/TextureRect;
@onready var pass1: TextureRect = $RandomPasses/Pass1/TextureRect;
var materials: Array[ShaderMaterial];
var shaders: Array[Shader];
func _ready() -> void:
#TODO: FIX RNG SO IT FEELS LESS RANDOM, SO WE DON'T GET THE EXACT SAME SHOW EVERY TIME WE RUN
var shader_dir: DirAccess = DirAccess.open(\"res://assets/shaders/random-pool\");
shader_dir.list_dir_begin()
for file: String in shader_dir.get_files():
# These should probably be preloaded, but who the fuck cares, the demoparty is in 2 days I don't have time for this
var shader: Shader = load(shader_dir.get_current_dir() + \"/\" + file);
shader.set_meta(\"shader_name\", file.split(\".gdshader\", false))
shaders.push_back(shader);
for i: int in 3:
var material: ShaderMaterial = ShaderMaterial.new();
var shader: Shader = shaders.pick_random();
material.shader = shader.duplicate();
var shader_name: String = \"\".join(shader.get_meta(\"shader_name\"));
print(shader.get_meta(\"shader_name\"))
match shader_name:
\"pixelate\":
print(\"pixelate\")
material.set_shader_parameter(\"x_pixel_size\", randi_range(1, 5));
material.set_shader_parameter(\"y_pixel_size\", randi_range(1, 5));
\"cromatic-abberation\":
print(\"cromatic-abberation\") #Tiiän et täs on typo FFS, en rupee renamaa tiedostoo
material.set_shader_parameter(\"chaos\", randf_range(10.0, 32.0));
material.set_shader_parameter(\"radius\", randf_range(0.3, 1.0));
material.set_shader_parameter(\"attenuation\", randf_range(2.0, 5.0));
\"kaleidoscope\":
print(\"kaleidoscope\")
material.set_shader_parameter(\"segments\", float(randi_range(5.0, 8.0)));
\"pixelsort\":
print(\"pixelsort\")
material.set_shader_parameter(\"sort\", randf_range(0.1, 2.6));
_:
print(\"something else\")
pass
materials.push_back(material);
pass1.material = materials[0];
pass2.material = materials[1];
pass3.material = materials[2];
func _on_timer_timeout() -> void: func _on_timer_timeout() -> void:
$AnimationPlayer.play(\"kaleidoskope_1\"); $AnimationPlayer.play(\"kaleidoskope_1\");
" "
@ -181,9 +237,8 @@ font_size = 104
shadow_size = 0 shadow_size = 0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_riy6b"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_riy6b"]
shader = ExtResource("4_lvys8") shader = ExtResource("4_v65hu")
shader_parameter/x_pixel_size = 1 shader_parameter/sort = 1.21
shader_parameter/y_pixel_size = 15
[sub_resource type="ViewportTexture" id="ViewportTexture_ff16u"] [sub_resource type="ViewportTexture" id="ViewportTexture_ff16u"]
viewport_path = NodePath("KaleidoViewport") viewport_path = NodePath("KaleidoViewport")
@ -197,6 +252,8 @@ shader_parameter/attenuation = 1.5
[sub_resource type="ViewportTexture" id="ViewportTexture_3bfaj"] [sub_resource type="ViewportTexture" id="ViewportTexture_3bfaj"]
viewport_path = NodePath("RandomPasses/Pass1") viewport_path = NodePath("RandomPasses/Pass1")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_j7uru"]
[sub_resource type="ViewportTexture" id="ViewportTexture_rmol4"] [sub_resource type="ViewportTexture" id="ViewportTexture_rmol4"]
viewport_path = NodePath("RandomPasses/Pass2") viewport_path = NodePath("RandomPasses/Pass2")
@ -319,7 +376,7 @@ texture = SubResource("ViewportTexture_3bfaj")
size = Vector2i(1152, 648) size = Vector2i(1152, 648)
[node name="TextureRect" type="TextureRect" parent="RandomPasses/Pass3"] [node name="TextureRect" type="TextureRect" parent="RandomPasses/Pass3"]
material = SubResource("ShaderMaterial_wyd4s") material = SubResource("ShaderMaterial_j7uru")
offset_right = 40.0 offset_right = 40.0
offset_bottom = 40.0 offset_bottom = 40.0
texture = SubResource("ViewportTexture_rmol4") texture = SubResource("ViewportTexture_rmol4")