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shader_type canvas_item; | |
uniform float percent : hint_range(0, 1); | |
void fragment(){ | |
vec2 relative_uv = UV.yx - vec2(0.5); | |
float dist = abs(percent - distance(UV, vec2(0.5))) * 7.0; | |
float wave = pow(cos(dist)*sin(dist), 5.0); | |
vec2 displacement = (1.0/(percent+0.01)) * relative_uv * clamp(wave, 0.0, 1.0); |
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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; | |
varying float VAR1; | |
void vertex() | |
{ | |
VAR1 = VERTEX.y; | |
} | |
void light() | |
{ | |
if( ( LIGHT_VEC.y - VAR1 ) <= 0.0 ) | |
{ |
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shader_type canvas_item; | |
void fragment() { | |
vec3 col = -8.0 * texture(SCREEN_TEXTURE, SCREEN_UV).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz; | |
col += texture(SCREEN_TEXTURE, SCREEN_UV - SCREEN_PIXEL_SIZE.xy).xyz; |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform bool Smooth = true; | |
uniform float width : hint_range(0.0, 16) = 1.0; | |
uniform vec4 outline_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0); | |
uniform int pixel_size : hint_range(1, 10) = 4; | |
void fragment() | |
{ |
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shader_type canvas_item; | |
uniform sampler2D palette_tex; //Palette to reference, this should be a 1-pixel tall texture containing your palette info | |
uniform vec4 outline_col : hint_color; //Outline color | |
void fragment() { | |
//Get red value and sample palette based on it | |
float pal_sample = texture(TEXTURE,UV).r; | |
vec4 col = texture(palette_tex,vec2(pal_sample,0)); |
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shader_type canvas_item; | |
uniform float _PI = 3.1415926535897932384626433832795; | |
uniform float xx = 4.0; | |
uniform float yy = 2.0; | |
vec2 getPixelShift(vec2 center,vec2 pixelpos,float startradius,float size,float shockfactor, vec2 iResolution) { | |
float m_distance = distance(center,pixelpos); | |
if( m_distance > startradius && m_distance < startradius+size ) { | |
float sin_dist = sin((m_distance -startradius)/size* _PI )*shockfactor; | |
return ( pixelpos - normalize(pixelpos-center)*sin_dist )/ iResolution.xy; |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform vec4 color : hint_color; | |
uniform int blurSize : hint_range(0,30); | |
void fragment() | |
{ | |
mat3 transform = mat3(vec3(3,-0.4,-.35),vec3(.2,3,-.3),vec3(.2,1.5,1)); | |
vec3 coords = vec3(SCREEN_UV,1.0)*transform; |
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shader_type canvas_item; | |
uniform float precision; | |
uniform float hue; | |
const mat3 rgb2yiq = mat3(vec3(0.299, 0.587, 0.114), vec3(0.595716, -0.274453, -0.321263), vec3(0.211456, -0.522591, 0.311135)); | |
const mat3 yiq2rgb = mat3(vec3(1.0, 0.9563, 0.6210), vec3(1.0, -0.2721, -0.6474), vec3(1.0, -1.1070, 1.7046)); | |
void fragment() { | |
vec3 yColor = rgb2yiq * texture(SCREEN_TEXTURE, SCREEN_UV).rgb; |