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shader_type spatial;
render_mode depth_prepass_alpha;
uniform sampler2D tex : source_color,filter_nearest;
uniform float flash_white;
uniform vec2 deformation_dir = vec2(1, 0);
uniform float deformation_rate = 0;
void vertex() {
if (length(deformation_dir)>0.0){
vec2 dir_center = VERTEX.xy;
vec2 dir = normalize(deformation_dir.yx);
vec2 dir1 = dir * deformation_rate;
vec2 dir2 = cross(vec3(0, 0, 1), vec3(dir, 0)).xy * deformation_rate;
vec2 offset1 = -dot(dir1, dir_center) * dir1;
vec2 offset2 = dot(dir2, dir_center) * dir2;
VERTEX.xy += offset1 + offset2;
}
}
void fragment() {
vec4 col = texture(tex, UV);
if(col.a<0.5){discard;}
if(flash_white>0.0){
col.rgb = col.rgb * (flash_white + 1.0) * vec3(1,1,1);
EMISSION = col.rgb * 0.5;
}
ALBEDO = col.rgb;
ALPHA = 1.0;
}