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jimmyjonezz / mask.gd
Last active Apr 6, 2020
Alpha mask on shader for Godot
View mask.gd
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);
@jimmyjonezz
jimmyjonezz / texture_color.gd
Created Nov 13, 2018
texture color from uniform
View texture_color.gd
shader_type canvas_item;
render_mode unshaded;
uniform vec4 color: hint_color;
void fragment(){
COLOR = texture(TEXTURE, UV) + vec4(color);
}
@jimmyjonezz
jimmyjonezz / blur_texture
Created Feb 21, 2019
Blur Texture 3.1 alpha 5
View blur_texture
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);
@jimmyjonezz
jimmyjonezz / scanline_texture
Created Feb 21, 2019
Scanline Texture for Godot 3.1 altha 5
View scanline_texture
shader_type canvas_item;
uniform sampler2D source;
void vertex() {
vec2 texCoord;
}
void fragment() {
vec4 rgba = texture(source, UV);
vec4 intensity;
@jimmyjonezz
jimmyjonezz / OldTV_shader
Created Feb 21, 2019
OldTV_shader for Godot 3.1 alpha 5
View OldTV_shader
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;
View old_film
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;
View glitch
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);
}
View glitch 2
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);
View Chromatic_Aberration
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;
View lcd_post_effect
shader_type canvas_item;
void fragment() {
vec2 uv = FRAGCOORD.xy / SCREEN_PIXEL_SIZE.xy;
//or uv = SCREEN_UV; - it's look good!
vec4 texColor = texture(SCREEN_TEXTURE, uv);
float pb = 0.4;
vec4 lcdColor = vec4(pb, pb, pb, 1.0);