134 lines
No EOL
4.5 KiB
Text
134 lines
No EOL
4.5 KiB
Text
shader_type canvas_item;
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const float TAU = 6.28319;
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uniform float arc_speed = 4.0;
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uniform float arc_fps = 10.0;
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uniform float arc_scale = 8.0;
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uniform float arc_threshold = 0.15;
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uniform vec4 arc_color : hint_color = vec4(1.0, 0.93, 0.0, 1.0);
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uniform float gamma = 2.0;
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uniform float flash_rate = 3.0;
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uniform float flash_intensity = 0.2;
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uniform vec4 background_color : hint_color = vec4(0.0, 0.0, 0.0, 0.0);
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : stegu
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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// https://github.com/stegu/webgl-noise
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//
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vec3 mod289_3(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289_4(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289_4(((x * 34.0) + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 2.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v) {
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vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, vec3(C.y)) );
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vec3 x0 = v - i + dot(i, vec3(C.x)) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + vec3(C.x);
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vec3 x2 = x0 - i2 + vec3(C.y); // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289_3(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + vec4(ns.y);
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vec4 y = y_ *ns.x + vec4(ns.y);
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4(0.0));
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m = m * m;
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return 22.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
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}
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void fragment() {
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if (AT_LIGHT_PASS) {
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COLOR = vec4(1.0, 1.0, 1.0, COLOR.a);
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} else {
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vec4 tex_color = texture(TEXTURE, UV);
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tex_color.rgb = pow(tex_color.rgb, vec3(1.0 / (gamma + sin(fract(TIME * floor(flash_rate)) * TAU) * flash_intensity)));
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tex_color.rgb = mix(tex_color.rgb, background_color.rgb, background_color.a);
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// tex_color.rgb = pow(tex_color.rgb, vec3(0.5 + sin(TIME * 20.0) * 0.1));
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// tex_color.rgb = pow(tex_color.rgb, vec3(1.0 / 2.0));
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// tex_color.rgb += (round(sin(TIME * 20.0) * 4.0)) * 0.25 * 0.05;
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float n = snoise(vec3(SCREEN_UV / SCREEN_PIXEL_SIZE / arc_scale, (floor(TIME) + (floor(fract(TIME) * arc_fps)) / arc_fps) * arc_speed));
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// float n = snoise(vec3(SCREEN_UV / SCREEN_PIXEL_SIZE / arc_scale, floor(fract(TIME) * arc_fps) * arc_speed / arc_fps));
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n = step(abs(n), arc_threshold);
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COLOR = vec4(mix(tex_color.rgb, arc_color.rgb, n * arc_color.a), tex_color.a);
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// float worley = worley(SCREEN_UV, 128.0, 96.0);
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// vec4 tex_color = texture(TEXTURE, UV);
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// COLOR = vec4(mix(vec3(1.0, 1.0, 0.2), tex_color.rgb, step(worley, 0.5)), tex_color.a);
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}
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} |