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							|  |  |  | shader_type spatial; | 
					
						
							|  |  |  | uniform vec3 target_position = vec3(0, 1.28, 1); | 
					
						
							|  |  |  | varying vec3 world_position; | 
					
						
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							|  |  |  | uniform vec2 pixel_size = vec2(0.02, 0.02); | 
					
						
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							|  |  |  | void vertex() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void fragment() { | 
					
						
							|  |  |  | 	vec3 c = COLOR.rgb; | 
					
						
							|  |  |  | 	float offset_x = floor((world_position.x-target_position.x) / 0.64) * 0.64; | 
					
						
							|  |  |  | 	float offset_y = floor((world_position.y-target_position.y) / 0.64) * 0.64; | 
					
						
							|  |  |  | 	float offset_z = floor((world_position.z-target_position.z) / 0.64) * 0.64; | 
					
						
							|  |  |  | 	float brightness = clamp(1.0 + (offset_y)* 0.4,0.0,1.0); | 
					
						
							|  |  |  | 	float contrast = 1.0 - (abs(offset_y)) * 0.05; | 
					
						
							|  |  |  | 	float saturation = 1.0 - (abs(offset_y)) * 0.05; | 
					
						
							|  |  |  |     c.rgb = mix(vec3(0.0), c.rgb, brightness); | 
					
						
							|  |  |  |     c.rgb = mix(vec3(0.5), c.rgb, contrast); | 
					
						
							|  |  |  |     c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation); | 
					
						
							|  |  |  | 	ALBEDO = c.rgb; | 
					
						
							|  |  |  | } |