2023-09-10 17:08:14 -07:00
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/*
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* This shader is based on the Godrays shader by pend00
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* (https://godotshaders.com/shader/god-rays/), but heavily modified to be
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* compatible with both the Forward+ (Vulkan) and Compatibility (OpenGL)
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* renderers.
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*/
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shader_type canvas_item;
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uniform vec4 tint_color : source_color;
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uniform float alpha : hint_range(0.0, 1.0) = 0.75;
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uniform sampler2D noise_texture : repeat_enable;
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2023-09-10 17:51:55 -07:00
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uniform float speed : hint_range(0.0, 32.0) = 0.25;
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uniform float spread : hint_range(0.0, 1.0) = 1.0;
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2023-09-10 17:08:14 -07:00
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uniform float opposite_ray_mult = 1.0;
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uniform float negative_intensity = 1.0;
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2023-09-10 17:51:55 -07:00
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uniform float negative_ray_speed : hint_range(0.0, 32.0) = 0;
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2023-09-10 17:08:14 -07:00
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uniform float cutoff : hint_range(0.0, 1.0) = 0;
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uniform float smooth_cutoff : hint_range(0.0, 1.0) = 0;
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uniform float y_cutoff : hint_range(0.0, 1.0) = 0;
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uniform float y_smooth_cutoff : hint_range(0.0, 1.0) = 0;
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uniform float angle : hint_range(-3.14, 3.14);
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float noise(vec2 uv) {
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return texture(noise_texture, uv).r;
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}
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mat2 rotate(float _angle){
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return mat2(vec2(cos(_angle), -sin(_angle)),
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vec2(sin(_angle), cos(_angle)));
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}
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void fragment() {
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vec2 t_uv = UV * rotate(angle) / ((UV.y + spread) - (UV.y * spread));
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vec2 ray1 = vec2(t_uv.x + sin(TIME * speed / 10.0));
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vec2 ray2 = vec2(-t_uv.x + sin(TIME * speed / 15.0));
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vec2 ray3 = vec2(t_uv.x + cos(TIME * negative_ray_speed / 10.0));
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float a;
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// if t_uv.x exceeds cut value then do not show ray (multiply by 0)
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float cut = step(cutoff, t_uv.x) * step(cutoff, 1.0 - UV.x);
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cut *= smoothstep(cutoff, cutoff + smooth_cutoff, t_uv.x) *
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smoothstep(cutoff, cutoff + smooth_cutoff, 1.0 - t_uv.x);
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float y_cut = step(y_cutoff, 1.0 - t_uv.y) * smoothstep(y_cutoff, y_cutoff + y_smooth_cutoff, 1.0 - UV.y);
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ray1 *= cut;
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ray2 *= cut;
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ray3 *= cut;
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a = cut * y_cut;
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float rays;
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rays = clamp(noise(ray1) + opposite_ray_mult * noise(ray2) - negative_intensity * noise(ray3), 0.0, 1.0);
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//shine = screen(texture(SCREEN_TEXTURE, SCREEN_UV), vec4(color)).rgb;
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COLOR = vec4(vec3(1.0), rays * a) * tint_color;
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}
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