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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; | |
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; | |
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; | |
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 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; | |
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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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; | |
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; | |
//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); | |
} |