68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
// 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;
|
|
|
|
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(zFBM(finalCoords.xy + life / 2.0),zFBM(finalCoords.yx + life / 2.0));
|
|
n *= zFBM((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;
|
|
}
|