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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; | |
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; | |
render_mode blend_mix; | |
uniform bool active = true; | |
uniform int ngg : hint_range(1, 8) = 6; | |
float T(float z) { | |
return z >= 0.5 ? 2.-2.*z : 2.*z; | |
} |
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// chromatic_aberration.shader | |
// based on code from https://gist.github.com/uheartbeast/312a7ea761b8712c448b31c30c0d8f1f | |
shader_type canvas_item; | |
uniform bool apply = true; | |
uniform float amount = 1.0; | |
uniform float strength : hint_range(0.0, 2.0) = 1.0; | |
uniform sampler2D offset_texture : hint_white; |
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shader_type canvas_item; | |
uniform float amount : hint_range(0,0.5); | |
vec4 sample_glow_pixel(sampler2D tex, vec2 uv) { | |
float hdr_threshold = amount; | |
return max(textureLod(tex, uv, 2.0) - hdr_threshold, vec4(0.0)); | |
} | |
void fragment() { |
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shader_type canvas_item; | |
uniform float size_x = 0.002; | |
uniform float size_y = 0.0035; | |
void fragment() { | |
vec2 uv = SCREEN_UV; |
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shader_type canvas_item; | |
uniform vec4 glow_color : hint_color; | |
uniform vec4 back_color : hint_color; | |
void fragment() { | |
vec4 text = texture(TEXTURE, UV); | |
float flow = sin(-text.g + TIME) * text.a; | |
flow = smoothstep(0.5, 1., flow); | |
COLOR = mix(vec4(back_color.rgb, 0), back_color, text.a); | |
COLOR = mix(COLOR, glow_color, flow); |
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shader_type canvas_item; | |
uniform float brightness = 0.5; | |
void fragment(){ | |
vec4 pixel_color = texture(SCREEN_TEXTURE, SCREEN_UV, 1); | |
COLOR.rgb = vec3(dot(pixel_color.rgb, vec3(brightness, brightness, brightness))); | |
} |
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shader_type canvas_item; | |
uniform float PI = 3.1415926535; | |
uniform float aperture = 178.0; | |
void fragment(){ | |
float apertureHalf = 0.5 * aperture * (PI / 180.0); | |
float maxFactor = sin(apertureHalf); | |
vec2 uv; |
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shader_type canvas_item; | |
uniform vec3 color = vec3(0.35, 0.48, 0.95); | |
uniform int OCTAVES = 4; | |
float randi(vec2 coord){ | |
return fract(sin(dot(coord, vec2(56,78)) * 1000.0) * 1000.0); } | |
float noise(vec2 coord){ | |
vec2 i = floor(coord); |
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