mirror of
https://github.com/marinho/godot-visual-effects.git
synced 2024-12-22 22:47:28 +08:00
32 lines
1019 B
Plaintext
32 lines
1019 B
Plaintext
shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float blur_amount : hint_range(-2.0, 10.0) = .2;
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uniform float strength : hint_range(0.0, 1.0) = .01;
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uniform float focus : hint_range(0.0, 1.0) = .2;
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uniform float centerLine : hint_range(0.0, 1.0) = .5;
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uniform float speed : hint_range(0.0, 20.0) = 5.0;
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uniform float sepia : hint_range(0.0, 1.0) = 0.0;
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vec4 sepiaColor(vec4 col) {
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return vec4(
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col.r * .393 + col.g *.769 + col.b * .189,
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col.r * .349 + col.g *.686 + col.b * .168,
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col.r * .272 + col.g *.534 + col.b * .131,
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col.a
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);
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}
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void fragment() {
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float d = distance(SCREEN_UV.y, centerLine);
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float yImpact = smoothstep(1.0 - focus, 1.0, 1.0 - d);
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float wavedImpact = yImpact * strength * sin(TIME * speed);
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vec2 uv = vec2(SCREEN_UV.x + wavedImpact, SCREEN_UV.y);
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vec4 blurred = textureLod(SCREEN_TEXTURE, uv, blur_amount * yImpact);
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vec4 withSepia = sepiaColor(blurred);
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COLOR = mix(blurred, withSepia, sepia);
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}
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