// From https://godotshaders.com/snippet/2d-noise/ uniform sampler2D SCREEN_TEXTURE; uniform highp vec2 positionInput; uniform highp vec2 renderScale; uniform highp float life; uniform highp float range; highp vec2 random(highp vec2 uv){ uv = vec2( dot(uv, vec2(127.1,311.7) ), dot(uv, vec2(269.5,183.3) ) ); return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); } highp float noise(highp vec2 uv) { highp vec2 uv_index = floor(uv); highp vec2 uv_fract = fract(uv); highp vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ), dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x), mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ), dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5; } highp float fbm(highp vec2 uv) { const int octaves = 6; highp float amplitude = 0.5; highp float frequency = 3.0; highp float value = 0.0; for(int i = 0; i < octaves; i++) { value += amplitude * noise(frequency * uv); amplitude *= 0.5; frequency *= 2.0; } return value; } void fragment() { highp vec2 finalCoords = (FRAGCOORD.xy - positionInput) / (renderScale * 32.0); highp float distanceToCenter = length(finalCoords); highp float nlife = pow(sin(clamp(life, 0.0, 1.0) * 3.141592), 0.5); highp float on = ((range - distanceToCenter) / range); highp float n = on; highp vec2 fcOffset = vec2(fbm(finalCoords.xy + life / 2.0),fbm(finalCoords.yx + life / 2.0)); n *= fbm((finalCoords + fcOffset) / (nlife / (n * 1.5))) * 1.1; n *= clamp(nlife, 0.0, 1.0); highp float a = 0.0; // Alpha highp float p = 0.0; // Position between L and R stops lowp vec3 lCol = vec3(0.0); // Left stop color lowp vec3 rCol = vec3(0.0); // Right stop color if (n <= 0.05) { p = 0.0; a = 0.0; lCol = vec3(0.0); rCol = vec3(0.0); } else if (n < 0.132) { p = (n - 0.05) / (0.132 - 0.05); a = p; lCol = vec3(0.0); rCol = vec3(0.098, 0.406, 0.112); } else if (n < 0.186) { p = (n - 0.132) / (0.186 - 0.132); a = 1.0; lCol = vec3(0.098, 0.406, 0.112); rCol = vec3(0.168, 1.000, 0.288); } else if (n < 0.388) { p = (n - 0.186) / (0.388 - 0.186); a = 1.0; lCol = vec3(0.168, 1.000, 0.288); rCol = vec3(0.583, 1.000, 0.640); } else if (n >= 0.388) { p = (n - 0.388) / 0.5; a = 1.0; lCol = vec3(0.583, 1.000, 0.640); rCol = vec3(1.000, 1.000, 1.000); } p = clamp(p, 0.0, 1.0); highp vec4 warped = zTextureSpec(SCREEN_TEXTURE, (FRAGCOORD.xy*SCREEN_PIXEL_SIZE)+clamp(on*nlife*(fcOffset/8.0), 0.0, 1.0)); // Extremely hacky way to detect FoV cones highp float osum = warped.r + warped.g + warped.b; highp float osr = osum > 0.1 ? 1.0 : 10.0 * osum; // Apply overlay // FYI: If you want a smoother mix, swap lCol and rCol. warped += mix( vec4(0.0), vec4(mix(rCol, lCol, vec3(p)), a), osr ); COLOR = warped; }