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Undertaker-Simulator/scenes/main_render.gdshader

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1.7 KiB

shader_type canvas_item;
uniform vec2 target_tex_size = vec2(1280,720);
uniform int sample_count:hint_range(1, 20) = 1;
uniform float color_steps:hint_range(1.0, 255.0, 1.0);
uniform sampler2D color_curve;
void vertex() {
// Called for every vertex the material is visible on.
}
vec2 spiralPoint(float t, float spacing)
{
float b = spacing / (2.0 * PI);
float r = b * t;
return vec2(
r * cos(t),
r * sin(t)
);
}
void fragment() {
//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.
//texSize = texSize / 4.;
ivec2 intUv = ivec2(target_tex_size * UV);
vec2 flooredUv = vec2(intUv) / target_tex_size;
vec2 uvPixelWidth = 1. / target_tex_size;
vec3 fullColor = vec3(0);
for(int i = 0;i<sample_count;i++){
float f = float(i);
fullColor += texture(TEXTURE,flooredUv+spiralPoint(f*2.,uvPixelWidth.x / (float(sample_count)/6.283))).rgb;
}
fullColor /= float(sample_count);
vec3 strechedColor = vec3(
texture(color_curve,vec2(fullColor.r,0)).r,
texture(color_curve,vec2(fullColor.g,0)).g,
texture(color_curve,vec2(fullColor.b,0)).b);
vec3 scaledColor = strechedColor * color_steps;
vec3 roundColor = round(scaledColor);
vec3 backScaledColor = roundColor / color_steps;
COLOR = vec4(backScaledColor,1);
//COLOR = vec4(flooredUv,0,1);
//COLOR = vec4(vec3(float(textureQueryLevels(TEXTURE)/1)),1);
//COLOR = vec4(1,0,0,1);
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}