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tbd-station-14/Resources/Textures/Shaders/radiation.swsl
deathride58 ef1cba70b3 Shader cleanup - applies DRY to various shaders in the game (#23294)
shader cleanup - applies DRY to various shaders in the game
2024-01-03 19:35:25 +11:00

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// 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;
}