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shader_type canvas_item; | |
uniform sampler2D base_mask: texture; | |
uniform vec2 size; | |
uniform vec2 scale; | |
uniform vec2 position; | |
uniform vec2 region; | |
vec2 uv(vec2 uv) { | |
vec2 s = vec2(size.x / scale.x, size.x / scale.y); |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform vec4 color: hint_color; | |
void fragment(){ | |
COLOR = texture(TEXTURE, UV) + vec4(color); | |
} |
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shader_type canvas_item; | |
uniform float radius = 10.0; | |
void fragment(){ | |
vec4 new_color = texture(TEXTURE, UV); | |
vec2 pixel_size = TEXTURE_PIXEL_SIZE; | |
new_color += texture(TEXTURE, UV + vec2(0, -radius) * pixel_size); | |
new_color += texture(TEXTURE, UV + vec2(0, radius) * pixel_size); | |
new_color += texture(TEXTURE, UV + vec2(-radius, 0) * pixel_size); |
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shader_type canvas_item; | |
uniform sampler2D source; | |
void vertex() { | |
vec2 texCoord; | |
} | |
void fragment() { | |
vec4 rgba = texture(source, UV); | |
vec4 intensity; |
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shader_type canvas_item; | |
uniform float scanline_alpha = 0.25; | |
uniform float scanline_number = 320.0; | |
uniform sampler2D scanline_texture; | |
uniform float wipe = 0; | |
uniform bool apply_shader = true; | |
uniform bool scanlines = true; |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform float randx; | |
uniform float randy; | |
uniform float grain_scale : hint_range(0.0, 1.0); | |
uniform sampler2D noise_tex; | |
uniform sampler2D vignette_tex; | |
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shader_type canvas_item; | |
//inputs | |
uniform float AMT = 0.7; //0 - 1 glitch amount | |
uniform float SPEED = 0.6; //0 - 1 speed | |
//2D (returns 0 - 1) | |
float random2d(vec2 n) { | |
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
} |
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shader_type canvas_item; | |
float rng2(vec2 seed, float TIME) | |
{ | |
return fract(sin(dot(seed * floor(TIME * 12.0), vec2(127.1,311.7))) * 48654.5453123); | |
} | |
float rng(float seed, float TIME) | |
{ | |
return rng2(vec2(seed, 1.0), TIME); |
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shader_type canvas_item; | |
uniform float size_x=0.005; | |
uniform float size_y=0.005; | |
uniform float r_offset_x = -0.2; | |
uniform float r_offset_y = 0; | |
uniform float g_offset_x = 0; | |
uniform float g_offset_y = 0; | |
uniform float b_offset_x = 0.2; |
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shader_type canvas_item; | |
uniform float pb : hint_range(0, 1.0) = 0.4; | |
uniform float sclV : hint_range(0, 1.0) = 0.25; | |
void fragment() { | |
vec2 uv = FRAGCOORD.xy / SCREEN_PIXEL_SIZE.xy; | |
//or uv = SCREEN_UV; - it's look good! | |
vec4 texColor = texture(SCREEN_TEXTURE, uv); |
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