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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; | |
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 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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