/* * 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; }