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https://github.com/marinho/godot-visual-effects.git
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Camera effects in CanvasLayer (+Cromatic Aberration)
This commit is contained in:
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0fc19ef815
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@ -30,7 +30,7 @@
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## Camera Effects
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These effects are mostly to be placed as a child of Camera object
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These effects should be place in a CanvasLayer object in any scene
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### Pixelate
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@ -40,9 +40,13 @@ These effects are mostly to be placed as a child of Camera object
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![Vignette](./docs/images/camera-effects/vignette.png)
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### Chromatic Aberration
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![Chromatic Aberration](./docs/images/camera-effects/chromatic-aberration.png)
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## License
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* Kenney Particle Pack is copyrighted by Kenney, and can be found at https://kenney.nl/assets/particle-pack
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* Kenney Prototype Tools is copyrighted by Kenney, and can be found at https://github.com/GeroVeni/kenney_prototype_tools
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Except for that, the particles and code in this repository are available under MIT license for free usage.
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Except for that, the particles and code in this repository are available under MIT license for free usage.
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@ -1,13 +1,14 @@
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[gd_scene load_steps=12 format=3 uid="uid://c051w6upl0t16"]
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[gd_scene load_steps=13 format=3 uid="uid://c051w6upl0t16"]
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[ext_resource type="PackedScene" uid="uid://dgv546pcp176" path="res://camera-effects/camera-pixelate.tscn" id="1_1s7cw"]
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[ext_resource type="PackedScene" uid="uid://bydyult2k5rcb" path="res://addons/kenney_prototype_tools/scenes/green/green_01.tscn" id="1_61jfr"]
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[ext_resource type="PackedScene" uid="uid://b3fmmgvf3owwy" path="res://camera-effects/camera-vignette.tscn" id="2_c86ci"]
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[ext_resource type="PackedScene" uid="uid://bjupt5nu14hth" path="res://addons/kenney_prototype_tools/scenes/dark/dark_05.tscn" id="2_xlmfj"]
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[ext_resource type="PackedScene" uid="uid://bhuxup1cbugbw" path="res://addons/kenney_prototype_tools/scenes/orange/orange_06.tscn" id="3_xj16f"]
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[ext_resource type="PackedScene" uid="uid://ct0k1os3fx251" path="res://addons/kenney_prototype_tools/scenes/purple/purple_03.tscn" id="4_paly4"]
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[ext_resource type="PackedScene" uid="uid://d23c4qtufdpk7" path="res://addons/kenney_prototype_tools/scenes/red/red_02.tscn" id="5_dra7r"]
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[ext_resource type="PackedScene" uid="uid://npssehgc2462" path="res://addons/kenney_prototype_tools/scenes/light/light_06.tscn" id="6_y7myb"]
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[ext_resource type="PackedScene" uid="uid://sy04esp2kle1" path="res://camera-effects/chromatic_aberration.tscn" id="7_uoado"]
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[ext_resource type="PackedScene" uid="uid://djsrvtsqjesw8" path="res://camera-effects/pixelate.tscn" id="8_fshcg"]
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[ext_resource type="PackedScene" uid="uid://ds5xw2us1br3q" path="res://camera-effects/vignette.tscn" id="9_q1phu"]
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[sub_resource type="Environment" id="Environment_tln01"]
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glow_blend_mode = 4
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@ -29,10 +30,6 @@ current = true
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fov = 13.5
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size = 13.34
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[node name="Pixelate" parent="Camera3D" instance=ExtResource("1_1s7cw")]
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[node name="Vignette" parent="Camera3D" instance=ExtResource("2_c86ci")]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 2, 0)
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light_energy = 2.0
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@ -150,3 +147,13 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -7)
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[node name="Cube36" parent="Scene" instance=ExtResource("6_y7myb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -8)
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="Chromatic Aberration" parent="CanvasLayer" instance=ExtResource("7_uoado")]
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visible = false
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[node name="Pixelate" parent="CanvasLayer" instance=ExtResource("8_fshcg")]
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visible = false
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[node name="Vignette" parent="CanvasLayer" instance=ExtResource("9_q1phu")]
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@ -1,26 +0,0 @@
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[gd_scene load_steps=5 format=3 uid="uid://dgv546pcp176"]
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[sub_resource type="Gradient" id="Gradient_hmc0v"]
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offsets = PackedFloat32Array(0.225256, 0.703072)
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colors = PackedColorArray(0, 0, 0, 0, 0, 0, 0, 1)
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_1cjfc"]
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gradient = SubResource("Gradient_hmc0v")
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width = 256
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height = 256
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fill = 1
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fill_from = Vector2(0.5, 0.5)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_q043q"]
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transparency = 1
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albedo_texture = SubResource("GradientTexture2D_1cjfc")
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roughness = 0.0
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[sub_resource type="QuadMesh" id="QuadMesh_002xp"]
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material = SubResource("StandardMaterial3D_q043q")
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size = Vector2(24, 14)
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[node name="Pixelate" type="MeshInstance3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.820396)
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visible = false
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mesh = SubResource("QuadMesh_002xp")
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@ -1,47 +0,0 @@
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[gd_scene load_steps=8 format=3 uid="uid://b3fmmgvf3owwy"]
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[sub_resource type="Curve" id="Curve_kdxx2"]
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max_value = 1.5
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_data = [Vector2(0, 1.5), 0.0, 0.0, 0, 0, Vector2(0.498361, 1.28219), 0.0, 0.0, 0, 0, Vector2(1, 1.5), 0.0, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="CurveTexture" id="CurveTexture_ts23d"]
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curve = SubResource("Curve_kdxx2")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_a08vp"]
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gravity = Vector3(0, 0, 0)
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scale_curve = SubResource("CurveTexture_ts23d")
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[sub_resource type="Gradient" id="Gradient_0ankm"]
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offsets = PackedFloat32Array(0.430605, 0.733096)
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colors = PackedColorArray(0, 0, 0, 0, 0.392157, 0, 0, 1)
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_s3frb"]
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gradient = SubResource("Gradient_0ankm")
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width = 256
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height = 256
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fill = 1
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fill_from = Vector2(0.5, 0.5)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8laxd"]
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transparency = 1
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vertex_color_use_as_albedo = true
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albedo_texture = SubResource("GradientTexture2D_s3frb")
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roughness = 0.0
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billboard_mode = 3
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billboard_keep_scale = true
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particles_anim_h_frames = 1
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particles_anim_v_frames = 1
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particles_anim_loop = false
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[sub_resource type="QuadMesh" id="QuadMesh_hh0er"]
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material = SubResource("StandardMaterial3D_8laxd")
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size = Vector2(24, 14)
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[node name="Vignette" type="GPUParticles3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5)
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amount = 1
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lifetime = 3.0
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fixed_fps = 60
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process_material = SubResource("ParticleProcessMaterial_a08vp")
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draw_pass_1 = SubResource("QuadMesh_hh0er")
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15
camera-effects/chromatic-aberration.gdshader
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15
camera-effects/chromatic-aberration.gdshader
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shader_type canvas_item;
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// inspired by: https://www.youtube.com/watch?v=aVzY6n3e19A
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
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uniform float ca_strength = 20.0;
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void fragment() {
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vec2 ca_offset = vec2(ca_strength, 0.0) * SCREEN_PIXEL_SIZE;
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float red = texture(SCREEN_TEXTURE, SCREEN_UV - ca_offset).r;
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float green = texture(SCREEN_TEXTURE, SCREEN_UV).g;
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float blue = texture(SCREEN_TEXTURE, SCREEN_UV + ca_offset).b;
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COLOR = vec4(red, green, blue, 1.0);
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}
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camera-effects/chromatic_aberration.tscn
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camera-effects/chromatic_aberration.tscn
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[gd_scene load_steps=3 format=3 uid="uid://sy04esp2kle1"]
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[ext_resource type="Shader" path="res://camera-effects/chromatic-aberration.gdshader" id="1_qe316"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_bla75"]
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shader = ExtResource("1_qe316")
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shader_parameter/ca_strength = 20.0
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[node name="Chromatic Aberration" type="ColorRect"]
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material = SubResource("ShaderMaterial_bla75")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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shader_type spatial;
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
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uniform int pixel_size = 1;
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uniform float alpha = 0.1;
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// inspired by https://www.youtube.com/watch?v=77F4ZjmQ07U
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void fragment() {
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vec2 VIEWPORT_SIZE = 1.0 / SCREEN_PIXEL_SIZE;
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// a variant of nearest neighbour fragment shader_type
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float x = float(int(FRAGCOORD.x) % pixel_size);
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float y = float(int(FRAGCOORD.y) % pixel_size);
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@ -12,6 +17,5 @@ void fragment() {
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y = FRAGCOORD.y + floor(float(pixel_size) / 2.0) - y;
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// set albedo value on the current coordinate based on vec2(x,y) / viewport_size
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ALBEDO = texture(SCREEN_TEXTURE, vec2(x, y) / VIEWPORT_SIZE).xyz;
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ALPHA = alpha;
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COLOR = vec4(texture(SCREEN_TEXTURE, vec2(x, y) / VIEWPORT_SIZE).xyz, alpha);
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}
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camera-effects/pixelate.tscn
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camera-effects/pixelate.tscn
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[gd_scene load_steps=3 format=3 uid="uid://djsrvtsqjesw8"]
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[ext_resource type="Shader" path="res://camera-effects/pixelate.gdshader" id="1_boqib"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1p2bf"]
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shader = ExtResource("1_boqib")
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shader_parameter/pixel_size = 4
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shader_parameter/alpha = 1.0
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[node name="Pixelate" type="ColorRect"]
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material = SubResource("ShaderMaterial_1p2bf")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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camera-effects/vignette.gdshader
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camera-effects/vignette.gdshader
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shader_type canvas_item;
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uniform vec4 color : source_color;
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uniform float speed = 3.0;
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uniform float pulse_strength = 0.1;
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uniform float internal_radius = 0.4;
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uniform float external_radius = 0.7;
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float smoothCircle(vec2 center, float positioner, vec2 uv)
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{
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float d = distance(center, uv);
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return smoothstep(internal_radius + positioner, external_radius + positioner, d);
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}
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void fragment() {
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vec2 CENTER = vec2(0.5, 0.5);
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float position = sin(TIME * speed) * pulse_strength;
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float circle = smoothCircle(CENTER, position, UV);
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COLOR = vec4(color.rgb, circle);
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}
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camera-effects/vignette.tscn
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camera-effects/vignette.tscn
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[gd_scene load_steps=3 format=3 uid="uid://ds5xw2us1br3q"]
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[ext_resource type="Shader" path="res://camera-effects/vignette.gdshader" id="1_pj8nl"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_p1c5j"]
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shader = ExtResource("1_pj8nl")
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shader_parameter/color = Color(0.411765, 0, 0, 1)
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shader_parameter/speed = 3.0
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shader_parameter/pulse_strength = 0.1
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shader_parameter/internal_radius = 0.4
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shader_parameter/external_radius = 0.7
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[node name="Vignette" type="ColorRect"]
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material = SubResource("ShaderMaterial_p1c5j")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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BIN
docs/images/camera-effects/chromatic-aberration.png
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docs/images/camera-effects/chromatic-aberration.png
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@ -15,11 +15,6 @@ run/main_scene="res://particle-effects.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=2304
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window/size/viewport_height=1296
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[dotnet]
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project/assembly_name="godot-visual-effects"
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shaders/shapes.gdshaderinc
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shaders/shapes.gdshaderinc
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/**
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* Draws a filled circle
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*/
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float drawFullCircle(vec2 center, float radius, vec2 uv)
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{
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return (distance(center, uv) <= radius) ? 1. : 0.;
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}
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/**
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* Draws a line circle
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*/
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float drawLineCircle(vec2 center, float radius, float stroke, vec2 uv)
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{
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return drawFullCircle(center, radius, uv)
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- drawFullCircle(center, radius - stroke, uv);
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}
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/**
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* Draws a line from p1 to p2
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*
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* @param p1 vec2
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* @param p2 vec2
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* @param stroke float
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* @param uv float to receive uv from fragment function
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* @param one_px float This param should receive SCREEN_PIXEL_SIZE.x, as SCREEN_PIXEL_SIZE
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* cannot be accessed from outside fragment() function
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*/
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float drawLine(vec2 p1, vec2 p2, float stroke, vec2 uv, float one_px)
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{
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float r = 0.;
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// get dist between points
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float d = distance(p1, p2);
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// get dist between current pixel and p1
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float duv = distance(p1, uv);
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//if point is on line, according to dist, it should match current uv
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r = 1.-floor(1.-(stroke * one_px)+distance (mix(p1, p2, clamp(duv/d, 0., 1.)), uv));
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return r;
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}
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/**
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* Draws a triangle
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*/
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float drawTriangle(vec2 p1, vec2 p2, vec2 p3, float stroke, vec2 uv, float one_px) {
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return drawLine(p1, p2, stroke, uv, one_px)
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+ drawLine(p2, p3, stroke, uv, one_px)
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+ drawLine(p3, p1, stroke, uv, one_px);
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}
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/**
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* Draws a triangle with no baseline
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*/
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float drawArrowTriangle(vec2 p1, vec2 p2, vec2 p3, float stroke, vec2 uv, float one_px) {
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return drawLine(p1, p2, stroke, uv, one_px)
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+ drawLine(p3, p1, stroke, uv, one_px);
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}
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53
shaders/trigonometry.gdshaderinc
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shaders/trigonometry.gdshaderinc
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const vec2 CENTER = vec2(.5, .5);
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/**
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* Rotate a shape
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*/
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vec2 rotate(vec2 origin, vec2 destination, float angleInDegrees) {
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float angle_radians = radians(angleInDegrees);
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float cosTheta = cos(angle_radians);
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float sinTheta = sin(angle_radians);
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// Translate the destination to be relative to the origin
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vec2 translatedDestination = destination - origin;
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// Apply the rotation transformation
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vec2 rotatedDestination;
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rotatedDestination.x = cosTheta * translatedDestination.x - sinTheta * translatedDestination.y;
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rotatedDestination.y = sinTheta * translatedDestination.x + cosTheta * translatedDestination.y;
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// Translate the rotated destination back to its original position
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rotatedDestination += origin;
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return rotatedDestination;
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}
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/**
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* atan2 as defined in other languages
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*/
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float atan2(float y, float x) {
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if (x > 0.0) {
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return atan(y / x);
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} else if (x < 0.0) {
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if (y >= 0.0) {
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return atan(y / x) + PI;
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} else {
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return atan(y / x) - PI;
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}
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} else {
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if (y > 0.0) {
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return PI / 2.;
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} else if (y < 0.0) {
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return -PI / 2.;
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} else {
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return 0.0;
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}
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}
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}
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/**
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* Angle in degrees between 2 coords
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*/
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float getAngleInDegrees(vec2 v1, vec2 v2) {
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return atan2(v1.y - v2.y, v1.x - v2.x) * (180. / PI);
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}
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