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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;
- }
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