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godot-demo-projects/2d/sprite_shaders/sprite_shaders.tscn
2018-03-31 09:12:23 +07:00

421 lines
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[gd_scene load_steps=23 format=2]
[ext_resource path="res://godotea.png" type="Texture" id=1]
[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,-outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
COLOR=mix(col,outline_color,maxa-mina);
}"
[sub_resource type="ShaderMaterial" id=2]
render_priority = 0
shader = SubResource( 1 )
shader_param/outline_width = null
shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
[sub_resource type="Shader" id=4]
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, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa-mina);
}"
[sub_resource type="ShaderMaterial" id=5]
render_priority = 0
shader = SubResource( 4 )
shader_param/outline_width = 4.0
shader_param/outline_color = Color( 0, 0, 0, 1 )
_sections_unfolded = [ "Resource", "shader_param" ]
[sub_resource type="Shader" id=6]
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, -aura_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
float auraa = (maxa-mina);
COLOR.rgb += aura_color.rgb*(auraa);
}"
[sub_resource type="ShaderMaterial" id=7]
render_priority = 0
shader = SubResource( 6 )
shader_param/aura_width = 6.0
shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=8]
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, -radius)*ps);
col += texture(TEXTURE, UV + vec2(0, radius)*ps);
col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
col /= 5.0;
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=9]
render_priority = 0
shader = SubResource( 8 )
shader_param/radius = 4.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=10]
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=11]
render_priority = 0
shader = SubResource( 10 )
shader_param/fattyness = 3.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=12]
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)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, 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=13]
render_priority = 0
shader = SubResource( 12 )
shader_param/radius = 8.0
shader_param/modulate = Color( 0, 0, 0, 0.501961 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=14]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec2 offset = vec2(8,8);
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=15]
render_priority = 0
shader = SubResource( 14 )
shader_param/offset = Vector2( 20, 20 )
shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=16]
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=17]
render_priority = 0
shader = SubResource( 16 )
shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=18]
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)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 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)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 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=19]
render_priority = 0
shader = SubResource( 18 )
shader_param/radius = 12.0
shader_param/amount = 0.5
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=20]
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=21]
render_priority = 0
shader = SubResource( 20 )
shader_param/amount = 4.0
_sections_unfolded = [ "shader_param" ]
[node name="shaders" type="Node2D" index="0"]
material = SubResource( 2 )
position = Vector2( 263.737, 179.444 )
scale = Vector2( 0.3, 0.3 )
_sections_unfolded = [ "Material", "Region", "Transform" ]
[node name="normal" type="Sprite" parent="." index="0"]
material = SubResource( 3 )
position = Vector2( -2.16144, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Offset" ]
[node name="outline" type="Sprite" parent="." index="1"]
material = SubResource( 5 )
position = Vector2( 400, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="aura" type="Sprite" parent="." index="2"]
material = SubResource( 7 )
position = Vector2( 800, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Animation", "Material", "Offset", "Region", "Transform", "Visibility", "Z Index" ]
[node name="blur" type="Sprite" parent="." index="3"]
material = SubResource( 9 )
position = Vector2( 1200, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="fatty" type="Sprite" parent="." index="4"]
material = SubResource( 11 )
position = Vector2( 1600, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="dropshadow" type="Sprite" parent="." index="5"]
material = SubResource( 13 )
position = Vector2( 0, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="offsetshadow" type="Sprite" parent="." index="6"]
material = SubResource( 15 )
position = Vector2( 400, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="silouette" type="Sprite" parent="." index="7"]
material = SubResource( 17 )
position = Vector2( 800, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="glow" type="Sprite" parent="." index="8"]
material = SubResource( 19 )
position = Vector2( 1200, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform", "Z Index" ]
[node name="dissintegrate" type="Sprite" parent="." index="9"]
material = SubResource( 21 )
position = Vector2( 1600, 800 )
texture = ExtResource( 1 )
region_rect = Rect2( 141, 115, 39, 6 )
_sections_unfolded = [ "Material", "Transform" ]