A mirage?

This commit is contained in:
Mario Brandao 2023-12-15 09:06:36 +01:00
parent 9bbaede508
commit cac890d6de
6 changed files with 134 additions and 5 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=18 format=3 uid="uid://c051w6upl0t16"]
[gd_scene load_steps=21 format=3 uid="uid://c051w6upl0t16"]
[ext_resource type="Script" path="res://camera-effects/camera-effects-scene.gd" id="1_ct3xk"]
[ext_resource type="PackedScene" uid="uid://bvk23npqj2u2a" path="res://commons/halloween_village.tscn" id="2_8870h"]
@ -7,7 +7,9 @@
[ext_resource type="PackedScene" uid="uid://ds5xw2us1br3q" path="res://camera-effects/vignette.tscn" id="9_q1phu"]
[ext_resource type="PackedScene" uid="uid://dv3o1u4hc11vn" path="res://camera-effects/sepia.tscn" id="10_rqewe"]
[ext_resource type="PackedScene" uid="uid://cf1adbox8xy7e" path="res://camera-effects/grain_noise.tscn" id="11_3qobw"]
[ext_resource type="PackedScene" uid="uid://dfy4v47aijqqp" path="res://camera-effects/under_water.tscn" id="12_76kh0"]
[ext_resource type="PackedScene" path="res://camera-effects/hexagon_mosaic.tscn" id="12_uvrob"]
[ext_resource type="Shader" path="res://camera-effects/mirage.gdshader" id="13_rl5nt"]
[ext_resource type="PackedScene" path="res://camera-effects/camera_shake.tscn" id="14_qhoe5"]
[ext_resource type="Texture2D" uid="uid://etnwfy334jt" path="res://addons/kenney_particle_pack/window_03.png" id="14_ydbvf"]
[ext_resource type="PackedScene" uid="uid://kli822acdl5m" path="res://camera-effects/blur.tscn" id="15_kmr3r"]
@ -17,6 +19,11 @@
[sub_resource type="Environment" id="Environment_tln01"]
glow_blend_mode = 4
[sub_resource type="ShaderMaterial" id="ShaderMaterial_03j04"]
shader = ExtResource("13_rl5nt")
shader_parameter/blur_amount = 0.9
shader_parameter/strength = 0.01
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_24bae"]
bg_color = Color(0.278431, 0, 0.141176, 0.392157)
@ -66,6 +73,7 @@ light_energy = 2.0
unique_name_in_owner = true
[node name="Chromatic Aberration" parent="Effects" instance=ExtResource("7_uoado")]
visible = false
[node name="Pixelate" parent="Effects" instance=ExtResource("8_fshcg")]
visible = false
@ -91,6 +99,17 @@ visible = false
[node name="Fish Eye" parent="Effects" instance=ExtResource("16_nmfpv")]
visible = false
[node name="Under Water" parent="Effects" instance=ExtResource("12_76kh0")]
visible = false
[node name="Mirage" type="ColorRect" parent="Effects"]
material = SubResource("ShaderMaterial_03j04")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="CanvasLayer UI" type="CanvasLayer" parent="."]
[node name="SideBar" type="HBoxContainer" parent="CanvasLayer UI"]
@ -194,6 +213,13 @@ toggle_mode = true
button_group = ExtResource("16_r0ag1")
text = "Fish Eye"
[node name="Button Under Water" type="Button" parent="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 24
toggle_mode = true
button_group = ExtResource("16_r0ag1")
text = "Under Water"
[node name="ToggleButton" type="TextureButton" parent="CanvasLayer UI/SideBar"]
custom_minimum_size = Vector2(64, 2.08165e-12)
layout_mode = 2
@ -237,4 +263,5 @@ libraries = {
[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/ButtonCameraShake" to="." method="updateVisibleEffects"]
[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/ButtonBlur" to="." method="updateVisibleEffects"]
[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/Button Fish Eye" to="." method="updateVisibleEffects"]
[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/Button Under Water" to="." method="updateVisibleEffects"]
[connection signal="pressed" from="CanvasLayer UI/SideBar/ToggleButton" to="." method="toggleSideBar"]

View File

@ -4,12 +4,18 @@ shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
uniform float strength = 20.0;
uniform float focus_radius : hint_range(0.0, 1.0) = 0.0;
uniform float focus_edge : hint_range(0.0, 1.0) = 0.0;
void fragment() {
vec2 ca_offset = vec2(strength, 0.0) * SCREEN_PIXEL_SIZE;
float red = texture(SCREEN_TEXTURE, SCREEN_UV - ca_offset).r;
vec2 CENTER = vec2(0.5, 0.5);
float d = distance(SCREEN_UV, CENTER);
float within_radius = smoothstep(focus_radius, focus_radius + focus_edge, d);
vec2 offset = vec2(strength * within_radius, 0.0) * SCREEN_PIXEL_SIZE;
float red = texture(SCREEN_TEXTURE, SCREEN_UV - offset).r;
float green = texture(SCREEN_TEXTURE, SCREEN_UV).g;
float blue = texture(SCREEN_TEXTURE, SCREEN_UV + ca_offset).b;
float blue = texture(SCREEN_TEXTURE, SCREEN_UV + offset).b;
COLOR = vec4(red, green, blue, 1.0);
}

View File

@ -4,7 +4,9 @@
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bla75"]
shader = ExtResource("1_qe316")
shader_parameter/ca_strength = 20.0
shader_parameter/strength = 20.0
shader_parameter/focus_radius = 0.0
shader_parameter/focus_edge = 0.0
[node name="Chromatic Aberration" type="ColorRect"]
material = SubResource("ShaderMaterial_bla75")

View File

@ -0,0 +1,14 @@
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float blur_amount : hint_range(-2.0, 10.0) = .2;
uniform float strength : hint_range(0.0, 1.0) = .01;
void fragment() {
float yFromCenter = 1.0 - abs(UV.y - .5);
float blurImpact = blur_amount * yFromCenter;
vec2 uv = vec2(SCREEN_UV.x + sin(yFromCenter) * strength, SCREEN_UV.y);
vec4 blurred = textureLod(SCREEN_TEXTURE, uv, blurImpact);
COLOR = blurred;
}

View File

@ -0,0 +1,60 @@
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float speed : hint_range(0.0, 5.0) = .5;
uniform float strength : hint_range(0.0, 1.0) = .5;
uniform float intensity : hint_range(0.0, 1.0) = .5;
uniform int maximumIterations : hint_range(0, 10) = 5;
uniform bool showTiling = false;
uniform bool showYellowLine = false;
// source: https://www.shadertoy.com/view/MdlXz8
#define TAU 6.28318530718
void fragment() {
float time = TIME * speed + 23.0;
// uv should be the 0-1 uv of texture...
vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
vec2 uv = FRAGCOORD.xy / iResolution.xy;
vec2 p;
if (showTiling) {
p = mod(uv*TAU*2.0, TAU) - 250.0;
} else {
p = mod(uv*TAU, TAU) - 250.0;
}
vec2 i = vec2(p);
float c = 1.0;
float inten = intensity / 100.0;
for (int n = 0; n < maximumIterations; n++)
{
float t = time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(maximumIterations);
c = 1.17-pow(c, 1.4);
vec3 colour = vec3(pow(abs(c), 8.0));
colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
if (showTiling) {
// Flash tile borders...
vec2 pixel = 2.0 / iResolution.xy;
uv *= 2.0;
float f = floor(mod(TIME * speed, 2.0)); // Flash value.
vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
uv = step(fract(uv), pixel); // Add one line of pixels per tile.
if (showYellowLine)
colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
}
vec4 pixelColor = texture(SCREEN_TEXTURE, UV);
vec3 appliedColor = mix(pixelColor.rgb, colour, strength);
COLOR = vec4(appliedColor, 1.0);
}

View File

@ -0,0 +1,20 @@
[gd_scene load_steps=3 format=3 uid="uid://dfy4v47aijqqp"]
[ext_resource type="Shader" path="res://camera-effects/under-water.gdshader" id="1_ufumj"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_mmpr8"]
shader = ExtResource("1_ufumj")
shader_parameter/speed = 0.5
shader_parameter/strength = 0.5
shader_parameter/intensity = 0.5
shader_parameter/maximumIterations = 5
shader_parameter/showTiling = true
shader_parameter/showYellowLine = false
[node name="Under Water" type="ColorRect"]
material = SubResource("ShaderMaterial_mmpr8")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2