SupaLidlGame/Shaders/GodraysCompatible.gdshader

58 lines
2.0 KiB
Plaintext
Raw Normal View History

2023-09-10 17:08:14 -07:00
/*
* This shader is based on the Godrays shader by pend00
* (https://godotshaders.com/shader/god-rays/), but heavily modified to be
* compatible with both the Forward+ (Vulkan) and Compatibility (OpenGL)
* renderers.
*/
shader_type canvas_item;
uniform vec4 tint_color : source_color;
uniform float alpha : hint_range(0.0, 1.0) = 0.75;
uniform sampler2D noise_texture : repeat_enable;
uniform float speed : hint_range(0.0, 1.0) = 0.25;
uniform float spread = 1;
uniform float opposite_ray_mult = 1.0;
uniform float negative_intensity = 1.0;
uniform float negative_ray_speed : hint_range(0.0, 1.0) = 0;
uniform float cutoff : hint_range(0.0, 1.0) = 0;
uniform float smooth_cutoff : hint_range(0.0, 1.0) = 0;
uniform float y_cutoff : hint_range(0.0, 1.0) = 0;
uniform float y_smooth_cutoff : hint_range(0.0, 1.0) = 0;
uniform float angle : hint_range(-3.14, 3.14);
float noise(vec2 uv) {
return texture(noise_texture, uv).r;
}
mat2 rotate(float _angle){
return mat2(vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle)));
}
void fragment() {
vec2 t_uv = UV * rotate(angle) / ((UV.y + spread) - (UV.y * spread));
vec2 ray1 = vec2(t_uv.x + sin(TIME * speed / 10.0));
vec2 ray2 = vec2(-t_uv.x + sin(TIME * speed / 15.0));
vec2 ray3 = vec2(t_uv.x + cos(TIME * negative_ray_speed / 10.0));
float a;
// if t_uv.x exceeds cut value then do not show ray (multiply by 0)
float cut = step(cutoff, t_uv.x) * step(cutoff, 1.0 - UV.x);
cut *= smoothstep(cutoff, cutoff + smooth_cutoff, t_uv.x) *
smoothstep(cutoff, cutoff + smooth_cutoff, 1.0 - t_uv.x);
float y_cut = step(y_cutoff, 1.0 - t_uv.y) * smoothstep(y_cutoff, y_cutoff + y_smooth_cutoff, 1.0 - UV.y);
ray1 *= cut;
ray2 *= cut;
ray3 *= cut;
a = cut * y_cut;
float rays;
rays = clamp(noise(ray1) + opposite_ray_mult * noise(ray2) - negative_intensity * noise(ray3), 0.0, 1.0);
//shine = screen(texture(SCREEN_TEXTURE, SCREEN_UV), vec4(color)).rgb;
COLOR = vec4(vec3(1.0), rays * a) * tint_color;
}