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56 lines
1.7 KiB
56 lines
1.7 KiB
shader_type canvas_item;
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uniform vec2 target_tex_size = vec2(1280,720);
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uniform int sample_count:hint_range(1, 20) = 1;
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uniform float color_steps:hint_range(1.0, 255.0, 1.0);
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uniform sampler2D color_curve;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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vec2 spiralPoint(float t, float spacing)
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{
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float b = spacing / (2.0 * PI);
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float r = b * t;
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return vec2(
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r * cos(t),
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r * sin(t)
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);
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}
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void fragment() {
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//vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.
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//texSize = texSize / 4.;
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ivec2 intUv = ivec2(target_tex_size * UV);
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vec2 flooredUv = vec2(intUv) / target_tex_size;
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vec2 uvPixelWidth = 1. / target_tex_size;
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vec3 fullColor = vec3(0);
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for(int i = 0;i<sample_count;i++){
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float f = float(i);
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fullColor += texture(TEXTURE,flooredUv+spiralPoint(f*2.,uvPixelWidth.x / (float(sample_count)/6.283))).rgb;
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}
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fullColor /= float(sample_count);
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vec3 strechedColor = vec3(
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texture(color_curve,vec2(fullColor.r,0)).r,
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texture(color_curve,vec2(fullColor.g,0)).g,
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texture(color_curve,vec2(fullColor.b,0)).b);
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vec3 scaledColor = strechedColor * color_steps;
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vec3 roundColor = round(scaledColor);
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vec3 backScaledColor = roundColor / color_steps;
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COLOR = vec4(backScaledColor,1);
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//COLOR = vec4(flooredUv,0,1);
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//COLOR = vec4(vec3(float(textureQueryLevels(TEXTURE)/1)),1);
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//COLOR = vec4(1,0,0,1);
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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