40 lines
1.4 KiB
Plaintext
40 lines
1.4 KiB
Plaintext
shader_type canvas_item;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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uniform sampler2D screenTexture: hint_screen_texture, repeat_disable, filter_linear_mipmap;
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uniform sampler2D distortionTexture;
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uniform float offsetR = 1;
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uniform float offsetG = 1;
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uniform float offsetB = 1;
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uniform float maxScale: hint_range(1,2) = 1.25;
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uniform float effectStrength: hint_range(0,1) = 1;
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uniform sampler2D scrollingTexture;
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uniform float scrollScale = 1;
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uniform vec2 scrollDirection = vec2( 0.01,0.01 );
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uniform float scrollAmount = 0.1;
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uniform float minScroll = -1;
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uniform float maxScroll = 1;
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void fragment()
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{
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vec2 scrollUV = mod( scrollScale * (UV + TIME * scrollDirection ), vec2(1,1) ) ;
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float strength = texture( distortionTexture, UV ).r +
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mix( minScroll, maxScroll, texture( scrollingTexture, scrollUV ).r ) * scrollAmount;
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vec2 outerUV = ( UV - vec2(0.5,0.5) ) * maxScale + vec2( 0.5, 0.5 );
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vec2 direction = ( UV - outerUV ) * effectStrength;
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vec4 red = texture( screenTexture, UV + strength * offsetR * direction );
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vec4 green = texture( screenTexture, UV + strength * offsetG * direction );
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vec4 blue = texture( screenTexture, UV + strength * offsetB * direction );
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vec4 mixed = vec4( red.r, green.g, blue.b, 1 );
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COLOR = mixed;
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} |