2023-11-11 14:56:43 -07:00
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// NOTE: Shader automatically converted from Godot Engine 4.1.3.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_disabled,unshaded,shadows_disabled,ambient_light_disabled, depth_test_disabled;
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uniform float grow;
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uniform sampler2D colors : source_color, repeat_disable;
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uniform float charge = 1.0;
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void vertex() {
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// Billboarding
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
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MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
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VERTEX+=NORMAL*grow;
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float speed = pow(2.0, ((charge+.4)*5.0));
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float dy = sin(speed*.7) * 0.005;
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float dx = sin(speed) * 0.005;
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VERTEX.y += dy;
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VERTEX.x += dx;
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}
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2023-11-11 18:48:23 -07:00
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uniform sampler2D alpha_falloff : repeat_disable;
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2023-11-11 14:56:43 -07:00
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void fragment() {
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float where = distance(UV, vec2(0.5))*2.0;
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if (where >= charge) {
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discard;
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}
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vec2 buv = floor(UV * 350.0);
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int bx = int(buv.x);
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int by = int(buv.y);
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int amount = 2;
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2023-11-11 18:48:23 -07:00
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ALPHA = texture(alpha_falloff, vec2(where/charge)).r;
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2023-11-11 14:56:43 -07:00
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ALBEDO = texture(colors, vec2(where)).rgb;
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}
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