This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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; | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
shader_type canvas_item; | |
uniform sampler2D source; | |
void vertex() { | |
vec2 texCoord; | |
} | |
void fragment() { | |
vec4 rgba = texture(source, UV); | |
vec4 intensity; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
shader_type canvas_item; | |
render_mode unshaded; | |
uniform vec4 color: hint_color; | |
void fragment(){ | |
COLOR = texture(TEXTURE, UV) + vec4(color); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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); |
NewerOlder