[gd_resource type="Shader" format=2] [resource] code = "shader_type canvas_item; const float TAU = 6.28319; uniform float arc_speed = 4.0; uniform float arc_fps = 10.0; uniform float arc_scale = 8.0; uniform float arc_threshold = 0.15; uniform vec4 arc_color : hint_color = vec4(1.0, 0.93, 0.0, 1.0); uniform float gamma = 2.0; uniform float flash_rate = 3.0; uniform float flash_intensity = 0.2; uniform vec4 background_color : hint_color = vec4(0.0, 0.0, 0.0, 0.0); // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec3 mod289_3(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289_4(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289_4(((x * 34.0) + 1.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 2.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { vec2 C = vec2(1.0/6.0, 1.0/3.0) ; vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, vec3(C.y)) ); vec3 x0 = v - i + dot(i, vec3(C.x)) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + vec3(C.x); vec3 x2 = x0 - i2 + vec3(C.y); // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289_3(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + vec4(ns.y); vec4 y = y_ *ns.x + vec4(ns.y); vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4(0.0)); m = m * m; return 22.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void fragment() { vec4 tex_color = texture(TEXTURE, UV); tex_color *= COLOR; tex_color.rgb = pow(tex_color.rgb, vec3(1.0 / (gamma + sin(fract(TIME * floor(flash_rate)) * TAU) * flash_intensity))); tex_color.rgb = mix(tex_color.rgb, background_color.rgb, background_color.a); // tex_color.rgb = pow(tex_color.rgb, vec3(0.5 + sin(TIME * 20.0) * 0.1)); // tex_color.rgb = pow(tex_color.rgb, vec3(1.0 / 2.0)); // tex_color.rgb += (round(sin(TIME * 20.0) * 4.0)) * 0.25 * 0.05; float n = snoise(vec3(SCREEN_UV / SCREEN_PIXEL_SIZE / arc_scale, (floor(TIME) + (floor(fract(TIME) * arc_fps)) / arc_fps) * arc_speed)); // float n = snoise(vec3(SCREEN_UV / SCREEN_PIXEL_SIZE / arc_scale, floor(fract(TIME) * arc_fps) * arc_speed / arc_fps)); n = step(abs(n), arc_threshold); COLOR = vec4(mix(tex_color.rgb, arc_color.rgb, n * arc_color.a), tex_color.a); // float worley = worley(SCREEN_UV, 128.0, 96.0); // vec4 tex_color = texture(TEXTURE, UV); // COLOR = vec4(mix(vec3(1.0, 1.0, 0.2), tex_color.rgb, step(worley, 0.5)), tex_color.a); }"