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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()
{
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;
shader_type canvas_item;
varying float VAR1;
void vertex()
{
VAR1 = VERTEX.y;
}
void light()
{
if( ( LIGHT_VEC.y - VAR1 ) <= 0.0 )
{
@jimmyjonezz
jimmyjonezz / shader
Created August 17, 2019 18:18
red + nois shader
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);
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);
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);
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;
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);
@jimmyjonezz
jimmyjonezz / glitch
Created June 13, 2019 13:03
Godot Shader 3.1: Glitch Effect from https://github.com/securas/Daisy_Dangerous (@securas)
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);
}