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27 lines
996 B
Plaintext
27 lines
996 B
Plaintext
shader_type spatial;
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render_mode blend_add,unshaded,depth_test_disabled,cull_disabled;
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uniform sampler2D tex_main : source_color;
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uniform sampler2D tex_noise : source_color;
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uniform sampler2D tex_mask : source_color;
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uniform sampler2D tex_mask2 : source_color;
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uniform sampler2D tex_gradient : source_color;
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uniform sampler2D screenTexture : hint_screen_texture;
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void fragment() {
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vec4 col_main = texture(tex_main, UV);
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vec4 col_noise = texture(tex_noise, UV - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0));
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vec4 col_mask = texture(tex_mask, UV);
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vec4 col = (col_noise + col_main) * col_mask;
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col = texture(tex_gradient, vec2(clamp(col.r,0.0,1.0),0.5));
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//vec4 col_mask2 = texture(tex_mask2, UV);
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//float noiseValueX = col_noise.r;
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//float noiseValueY = col_noise.r;
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//vec2 noiseDistort = vec2(noiseValueX, noiseValueY) * 0.1 * col_mask2.r;
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//vec3 distortedScreenTexture = vec3(texture(screenTexture, SCREEN_UV + noiseDistort).rgb);
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//
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ALBEDO = col.rgb;
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ALPHA = col_mask.r * COLOR.a;
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}
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