44 lines
		
	
	
		
			No EOL
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			No EOL
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
//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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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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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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} |