Extract shader code from 2D shader demos

This commit is contained in:
Roberto Proença
2019-07-04 23:20:59 -03:00
committed by Roberto Proença
parent 99f6e67d40
commit 36c9ecdfa8
22 changed files with 465 additions and 493 deletions

View File

@@ -5,232 +5,71 @@
[ext_resource path="res://art/platformer.jpg" type="Texture" id=3]
[ext_resource path="res://art/mountains.jpg" type="Texture" id=4]
[ext_resource path="res://art/forest.jpg" type="Texture" id=5]
[ext_resource path="res://art/vignette.png" type="Texture" id=6]
[ext_resource path="res://art/white.png" type="Texture" id=7]
[ext_resource path="res://art/filmgrain.png" type="Texture" id=8]
[ext_resource path="res://shaders/vignette.shader" type="Shader" id=6]
[ext_resource path="res://art/vignette.png" type="Texture" id=7]
[ext_resource path="res://art/white.png" type="Texture" id=8]
[ext_resource path="res://shaders/blur.shader" type="Shader" id=9]
[ext_resource path="res://shaders/pixelize.shader" type="Shader" id=10]
[ext_resource path="res://shaders/whirl.shader" type="Shader" id=11]
[ext_resource path="res://shaders/sepia.shader" type="Shader" id=12]
[ext_resource path="res://shaders/negative.shader" type="Shader" id=13]
[ext_resource path="res://shaders/contrasted.shader" type="Shader" id=14]
[ext_resource path="res://shaders/normalized.shader" type="Shader" id=15]
[ext_resource path="res://shaders/BCS.shader" type="Shader" id=16]
[ext_resource path="res://shaders/mirage.shader" type="Shader" id=17]
[ext_resource path="res://shaders/old_film.shader" type="Shader" id=18]
[ext_resource path="res://art/filmgrain.png" type="Texture" id=19]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform sampler2D vignette;
void fragment() {
vec3 vignette_color = texture(vignette, UV).rgb;
// Screen texture stores gaussian blurred copies on mipmaps
COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, (1.0 - vignette_color.r) * 4.0).rgb;
COLOR.rgb *= texture(vignette, UV).rgb;
}"
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 6 )
shader_param/vignette = ExtResource( 7 )
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
shader_param/vignette = ExtResource( 6 )
[sub_resource type="Shader" id=3]
code = "shader_type canvas_item;
uniform float amount : hint_range(0.0, 5.0);
void fragment() {
COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, amount).rgb;
}"
[sub_resource type="ShaderMaterial" id=4]
shader = SubResource( 3 )
shader = ExtResource( 9 )
shader_param/amount = 4.0
[sub_resource type="Shader" id=5]
code = "shader_type canvas_item;
uniform float size_x = 0.008;
uniform float size_y = 0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv -= mod(uv, vec2(size_x, size_y));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}
"
[sub_resource type="ShaderMaterial" id=6]
shader = SubResource( 5 )
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 10 )
shader_param/size_x = 0.008
shader_param/size_y = 0.008
[sub_resource type="Shader" id=7]
code = "shader_type canvas_item;
uniform float rotation = 3.0;
void fragment() {
vec2 uv = SCREEN_UV;
vec2 rel = uv - vec2(0.5, 0.5);
float angle = length(rel) * rotation;
mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
rel = rot * rel;
uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}
"
[sub_resource type="ShaderMaterial" id=8]
shader = SubResource( 7 )
[sub_resource type="ShaderMaterial" id=4]
shader = ExtResource( 11 )
shader_param/rotation = 3.0
[sub_resource type="Shader" id=9]
code = "shader_type canvas_item;
uniform vec4 base : hint_color;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
//float v = max(c.r, max(c.g, c.b));
float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
v = sqrt(v);
//v *= v;
COLOR.rgb = base.rgb * v;
}"
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 9 )
[sub_resource type="ShaderMaterial" id=5]
shader = ExtResource( 12 )
shader_param/base = Color( 0.54451, 0.408353, 0.403137, 1 )
[sub_resource type="Shader" id=11]
code = "shader_type canvas_item;
[sub_resource type="ShaderMaterial" id=6]
shader = ExtResource( 13 )
void fragment() {
[sub_resource type="ShaderMaterial" id=7]
shader = ExtResource( 14 )
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
c = vec3(1.0) - c;
COLOR.rgb = c;
}
"
[sub_resource type="ShaderMaterial" id=8]
shader = ExtResource( 15 )
[sub_resource type="ShaderMaterial" id=12]
shader = SubResource( 11 )
[sub_resource type="Shader" id=13]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
c = mod(c + vec3(0.5), vec3(1.0));
COLOR.rgb = c;
}
"
[sub_resource type="ShaderMaterial" id=14]
shader = SubResource( 13 )
[sub_resource type="Shader" id=15]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
COLOR.rgb = normalize(c);
}
"
[sub_resource type="ShaderMaterial" id=16]
shader = SubResource( 15 )
[sub_resource type="Shader" id=17]
code = "shader_type canvas_item;
uniform float brightness = 0.8;
uniform float contrast = 1.5;
uniform float saturation = 1.8;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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);
COLOR.rgb = c;
}
"
[sub_resource type="ShaderMaterial" id=18]
shader = SubResource( 17 )
[sub_resource type="ShaderMaterial" id=9]
shader = ExtResource( 16 )
shader_param/brightness = 0.8
shader_param/contrast = 1.5
shader_param/saturation = 1.8
[sub_resource type="Shader" id=19]
code = "shader_type canvas_item;
uniform float frequency = 60;
uniform float depth = 0.005;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += sin(uv.y * frequency + TIME) * depth;
uv.x = clamp(uv.x, 0.0, 1.0);
vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
COLOR.rgb = c;
}
"
[sub_resource type="ShaderMaterial" id=20]
shader = SubResource( 19 )
[sub_resource type="ShaderMaterial" id=10]
shader = ExtResource( 17 )
shader_param/frequency = 60.0
shader_param/depth = 0.005
[sub_resource type="Shader" id=21]
code = "shader_type canvas_item;
uniform vec4 base : hint_color;
uniform sampler2D grain;
uniform float grain_strength = 0.3;
uniform sampler2D vignette;
uniform float fps = 12.0;
uniform float stretch = 0.5;
uniform float flashing = 0.01;
float make_grain(float time, vec2 uv) {
vec2 ofs = vec2(sin(41.0 * time * sin(time * 123.0)), sin(27.0 * time * sin(time * 312.0)));
return texture(grain, (uv + mod(ofs, vec2(1.0, 1.0))) * stretch).r;
}
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
//float v = max(c.r, max(c.g, c.b));
float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
v = sqrt(v);
//v *= v;
float f = 1.0 / fps;
float g = make_grain(TIME - mod(TIME, f), UV);
g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
COLOR.rgb *= texture(vignette, UV).r;
float ft = TIME * 0.002;
COLOR.rgb += vec3(sin(75.0 * ft * sin(ft * 123.0))) * flashing;
}
"
[sub_resource type="ShaderMaterial" id=22]
shader = SubResource( 21 )
[sub_resource type="ShaderMaterial" id=11]
shader = ExtResource( 18 )
shader_param/base = Color( 0.450274, 0.361255, 0.335059, 1 )
shader_param/grain_strength = 0.3
shader_param/fps = 12
shader_param/stretch = 0.5
shader_param/flashing = 0.01
shader_param/grain = ExtResource( 8 )
shader_param/vignette = ExtResource( 6 )
shader_param/grain = ExtResource( 19 )
shader_param/vignette = ExtResource( 7 )
[node name="Control" type="Control"]
anchor_right = 1.0
@@ -291,118 +130,118 @@ size_flags_vertical = 2
[node name="vignette" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 1 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 8 )
expand = true
[node name="blur" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 2 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="blur" type="TextureRect" parent="effects"]
[node name="pixelize" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 3 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 8 )
expand = true
[node name="whirl" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 4 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
[node name="pixelize" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 6 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
[node name="whirl" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 8 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="sepia" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 10 )
material = SubResource( 5 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = 14.0
margin_bottom = -2.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="negative" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 12 )
material = SubResource( 6 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="contrasted" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 14 )
material = SubResource( 7 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="normalized" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 16 )
material = SubResource( 8 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="BCS" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 18 )
material = SubResource( 9 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_top = 3.0
margin_bottom = -3.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="mirage" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 20 )
material = SubResource( 10 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="old_film" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 22 )
material = SubResource( 11 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -3.0
margin_right = 3.0
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
texture = ExtResource( 8 )
expand = true
[node name="picture" type="OptionButton" parent="."]

View File

@@ -0,0 +1,16 @@
shader_type canvas_item;
uniform float brightness = 0.8;
uniform float contrast = 1.5;
uniform float saturation = 1.8;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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);
COLOR.rgb = c;
}

View File

@@ -0,0 +1,8 @@
shader_type canvas_item;
uniform float amount : hint_range(0.0, 5.0);
void fragment() {
COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, amount).rgb;
}

View File

@@ -0,0 +1,8 @@
shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
c = mod(c + vec3(0.5), vec3(1.0));
COLOR.rgb = c;
}

View File

@@ -0,0 +1,14 @@
shader_type canvas_item;
uniform float frequency = 60;
uniform float depth = 0.005;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += sin(uv.y * frequency + TIME) * depth;
uv.x = clamp(uv.x, 0.0, 1.0);
vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
COLOR.rgb = c;
}

View File

@@ -0,0 +1,8 @@
shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
c = vec3(1.0) - c;
COLOR.rgb = c;
}

View File

@@ -0,0 +1,6 @@
shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
COLOR.rgb = normalize(c);
}

View File

@@ -0,0 +1,34 @@
shader_type canvas_item;
uniform vec4 base : hint_color;
uniform sampler2D grain;
uniform float grain_strength = 0.3;
uniform sampler2D vignette;
uniform float fps = 12.0;
uniform float stretch = 0.5;
uniform float flashing = 0.01;
float make_grain(float time, vec2 uv) {
vec2 ofs = vec2(sin(41.0 * time * sin(time * 123.0)), sin(27.0 * time * sin(time * 312.0)));
return texture(grain, (uv + mod(ofs, vec2(1.0, 1.0))) * stretch).r;
}
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
//float v = max(c.r, max(c.g, c.b));
float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
v = sqrt(v);
//v *= v;
float f = 1.0 / fps;
float g = make_grain(TIME - mod(TIME, f), UV);
g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
COLOR.rgb *= texture(vignette, UV).r;
float ft = TIME * 0.002;
COLOR.rgb += vec3(sin(75.0 * ft * sin(ft * 123.0))) * flashing;
}

View File

@@ -0,0 +1,11 @@
shader_type canvas_item;
uniform float size_x = 0.008;
uniform float size_y = 0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv -= mod(uv, vec2(size_x, size_y));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}

View File

@@ -0,0 +1,14 @@
shader_type canvas_item;
uniform vec4 base : hint_color;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
//float v = max(c.r, max(c.g, c.b));
float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
v = sqrt(v);
//v *= v;
COLOR.rgb = base.rgb * v;
}

View File

@@ -0,0 +1,10 @@
shader_type canvas_item;
uniform sampler2D vignette;
void fragment() {
vec3 vignette_color = texture(vignette, UV).rgb;
// Screen texture stores gaussian blurred copies on mipmaps
COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, (1.0 - vignette_color.r) * 4.0).rgb;
COLOR.rgb *= texture(vignette, UV).rgb;
}

View File

@@ -0,0 +1,13 @@
shader_type canvas_item;
uniform float rotation = 3.0;
void fragment() {
vec2 uv = SCREEN_UV;
vec2 rel = uv - vec2(0.5, 0.5);
float angle = length(rel) * rotation;
mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
rel = rot * rel;
uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}

View File

@@ -0,0 +1,35 @@
shader_type canvas_item;
render_mode blend_premul_alpha;
// This shader only works properly with premultiplied alpha blend mode
uniform float aura_width = 2.0;
uniform vec4 aura_color : hint_color;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0.0, -aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0.0, aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
COLOR.rgb += aura_color.rgb * (maxa - mina);
}

View File

@@ -0,0 +1,17 @@
shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 4.0;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
col += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
col += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
col += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
col += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
col /= 5.0;
COLOR = col;
}

View File

@@ -0,0 +1,14 @@
shader_type canvas_item;
render_mode blend_mix;
uniform float amount = 20.0;
void fragment() {
vec2 uv = UV * 0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453);
vec4 col = texture(TEXTURE, UV);
col.a *= pow(a, amount);
COLOR = col;
}

View File

@@ -0,0 +1,24 @@
shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 5.0;
uniform vec4 modulate : hint_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius) * ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}

View File

@@ -0,0 +1,17 @@
shader_type canvas_item;
render_mode blend_mix;
uniform float fattyness = 2.0;
void fragment() {
vec2 ruv = UV - vec2(0.5, 0.5);
vec2 dir = normalize(ruv);
float len = length(ruv);
len = pow(len * 2.0, fattyness) * 0.5;
ruv = len * dir;
vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
COLOR = col;
}

View File

@@ -0,0 +1,37 @@
shader_type canvas_item;
render_mode blend_premul_alpha;
uniform float radius = 2.0;
uniform float amount = 0.6;
void fragment() {
float r = radius;
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 col = texture(TEXTURE, UV);
vec4 glow = col;
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
r *= 2.0;
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
glow /= 17.0;
glow *= amount;
col.rgb *= col.a;
COLOR = glow + col;
}

View File

@@ -0,0 +1,14 @@
shader_type canvas_item;
render_mode blend_mix;
uniform vec2 offset = vec2(8.0, 8.0);
uniform vec4 modulate : hint_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset * ps).a * modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}

View File

@@ -0,0 +1,30 @@
shader_type canvas_item;
uniform float outline_width = 2.0;
uniform vec4 outline_color : hint_color;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0.0, -outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0.0, outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa - mina);
}

View File

@@ -0,0 +1,8 @@
shader_type canvas_item;
render_mode blend_mix;
uniform vec4 modulate : hint_color;
void fragment() {
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a * modulate.a);
}

View File

@@ -1,322 +1,117 @@
[gd_scene load_steps=22 format=2]
[ext_resource path="res://godotea.png" type="Texture" id=1]
[ext_resource path="res://shaders/outline.shader" type="Shader" id=1]
[ext_resource path="res://godotea.png" type="Texture" id=2]
[ext_resource path="res://shaders/aura.shader" type="Shader" id=3]
[ext_resource path="res://shaders/blur.shader" type="Shader" id=4]
[ext_resource path="res://shaders/fatty.shader" type="Shader" id=5]
[ext_resource path="res://shaders/dropshadow.shader" type="Shader" id=6]
[ext_resource path="res://shaders/offsetshadow.shader" type="Shader" id=7]
[ext_resource path="res://shaders/silouette.shader" type="Shader" id=8]
[ext_resource path="res://shaders/glow.shader" type="Shader" id=9]
[ext_resource path="res://shaders/dissintegrate.shader" type="Shader" id=10]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform float outline_width = 2.0;
uniform vec4 outline_color : hint_color;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0.0, -outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0.0, outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa - mina);
}"
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 1 )
shader_param/outline_width = 2.0
shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
[sub_resource type="ShaderMaterial" id=3]
[sub_resource type="ShaderMaterial" id=2]
[sub_resource type="ShaderMaterial" id=4]
shader = SubResource( 1 )
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 1 )
shader_param/outline_width = 4.0
shader_param/outline_color = Color( 0, 0, 0, 1 )
[sub_resource type="Shader" id=5]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
// This shader only works properly with premultiplied alpha blend mode
uniform float aura_width = 2.0;
uniform vec4 aura_color : hint_color;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0.0, -aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0.0, aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
COLOR.rgb += aura_color.rgb * (maxa - mina);
}"
[sub_resource type="ShaderMaterial" id=6]
shader = SubResource( 5 )
[sub_resource type="ShaderMaterial" id=4]
shader = ExtResource( 3 )
shader_param/aura_width = 6.0
shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
[sub_resource type="Shader" id=7]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 4.0;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
col += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
col += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
col += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
col += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
col /= 5.0;
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=8]
shader = SubResource( 7 )
[sub_resource type="ShaderMaterial" id=5]
shader = ExtResource( 4 )
shader_param/radius = 4.0
[sub_resource type="Shader" id=9]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float fattyness = 2.0;
void fragment() {
vec2 ruv = UV - vec2(0.5, 0.5);
vec2 dir = normalize(ruv);
float len = length(ruv);
len = pow(len * 2.0, fattyness) * 0.5;
ruv = len * dir;
vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 9 )
[sub_resource type="ShaderMaterial" id=6]
shader = ExtResource( 5 )
shader_param/fattyness = 3.0
[sub_resource type="Shader" id=11]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 5.0;
uniform vec4 modulate : hint_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius) * ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
[sub_resource type="ShaderMaterial" id=12]
shader = SubResource( 11 )
[sub_resource type="ShaderMaterial" id=7]
shader = ExtResource( 6 )
shader_param/radius = 8.0
shader_param/modulate = Color( 0, 0, 0, 0.501961 )
[sub_resource type="Shader" id=13]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec2 offset = vec2(8.0, 8.0);
uniform vec4 modulate : hint_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset * ps).a * modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
[sub_resource type="ShaderMaterial" id=14]
shader = SubResource( 13 )
[sub_resource type="ShaderMaterial" id=8]
shader = ExtResource( 7 )
shader_param/offset = Vector2( 20, 20 )
shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
[sub_resource type="Shader" id=15]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec4 modulate : hint_color;
void fragment() {
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a * modulate.a);
}"
[sub_resource type="ShaderMaterial" id=16]
shader = SubResource( 15 )
[sub_resource type="ShaderMaterial" id=9]
shader = ExtResource( 8 )
shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
[sub_resource type="Shader" id=17]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
uniform float radius = 2.0;
uniform float amount = 0.6;
void fragment() {
float r = radius;
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 col = texture(TEXTURE, UV);
vec4 glow = col;
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
r *= 2.0;
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
glow /= 17.0;
glow *= amount;
col.rgb *= col.a;
COLOR = glow + col;
}"
[sub_resource type="ShaderMaterial" id=18]
shader = SubResource( 17 )
[sub_resource type="ShaderMaterial" id=10]
shader = ExtResource( 9 )
shader_param/radius = 12.0
shader_param/amount = 0.5
[sub_resource type="Shader" id=19]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float amount = 20.0;
void fragment() {
vec2 uv = UV * 0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453);
vec4 col = texture(TEXTURE, UV);
col.a *= pow(a, amount);
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=20]
shader = SubResource( 19 )
[sub_resource type="ShaderMaterial" id=11]
shader = ExtResource( 10 )
shader_param/amount = 4.0
[node name="shaders" type="Node2D"]
material = SubResource( 2 )
material = SubResource( 1 )
position = Vector2( 263.737, 179.444 )
scale = Vector2( 0.3, 0.3 )
[node name="normal" type="Sprite" parent="."]
material = SubResource( 3 )
material = SubResource( 2 )
position = Vector2( -2.16144, 0 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="outline" type="Sprite" parent="."]
material = SubResource( 4 )
material = SubResource( 3 )
position = Vector2( 400, 0 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="aura" type="Sprite" parent="."]
material = SubResource( 6 )
material = SubResource( 4 )
position = Vector2( 800, 0 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="blur" type="Sprite" parent="."]
material = SubResource( 8 )
material = SubResource( 5 )
position = Vector2( 1200, 0 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="fatty" type="Sprite" parent="."]
material = SubResource( 10 )
material = SubResource( 6 )
position = Vector2( 1600, 0 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="dropshadow" type="Sprite" parent="."]
material = SubResource( 12 )
material = SubResource( 7 )
position = Vector2( 0, 800 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="offsetshadow" type="Sprite" parent="."]
material = SubResource( 14 )
material = SubResource( 8 )
position = Vector2( 400, 800 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="silouette" type="Sprite" parent="."]
material = SubResource( 16 )
material = SubResource( 9 )
position = Vector2( 800, 800 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="glow" type="Sprite" parent="."]
material = SubResource( 18 )
material = SubResource( 10 )
position = Vector2( 1200, 800 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="dissintegrate" type="Sprite" parent="."]
material = SubResource( 20 )
material = SubResource( 11 )
position = Vector2( 1600, 800 )
texture = ExtResource( 1 )
texture = ExtResource( 2 )
region_rect = Rect2( 141, 115, 39, 6 )