Created
April 26, 2020 08:58
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shader_type canvas_item; | |
uniform sampler2D noise_tex; | |
// set the colors in shader params | |
uniform vec4 color_blend : hint_color; | |
uniform vec4 color_blend_2 : hint_color; | |
uniform float PI = 3.1415; | |
void fragment(){ | |
vec2 move = vec2(sin(TIME + UV.y * PI) * 0.001, TIME * 0.01); | |
// remove \"move\" if needed, it scrolls the noise up | |
vec4 noise = texture(noise_tex, UV + move); | |
// noise is white so any channel works fine | |
noise.r = pow(noise.r, 3); | |
// I used NoiseTexture of 512x512 | |
// see the params for noise there | |
float t = smoothstep(0.04, 0.3, noise.r); | |
float t_2 = smoothstep(0.01, 0.2, noise.r); | |
float angle = PI/2. + (noise.r + TIME * 0.1) * PI; | |
vec2 dir = vec2(cos(angle), sin(angle)); | |
vec4 col = texture(TEXTURE, UV + dir * 0.04 * t); | |
vec4 col_base = texture(TEXTURE, UV); | |
col.rgb = color_blend.rgb; | |
// optional lightening | |
// col.rgb += pow(t, 7) * 0.5; | |
col_base.rgb = color_blend_2.rgb; | |
// optional lightening | |
col_base.rgb += 0.2; | |
// optional darkening | |
// col.rgb *= clamp(t_2 - 0.2, 0, 1.); | |
float d = dot(col, col_base); | |
// a bit more pronounced edges | |
// COLOR = mix(col_2, col , t); | |
COLOR = mix(col_base, col , t_2); | |
} |
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