40 lines
1.1 KiB
Plaintext
40 lines
1.1 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.1.3.stable.mono's StandardMaterial3D.
|
|
|
|
shader_type spatial;
|
|
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_disabled,unshaded,shadows_disabled,ambient_light_disabled, depth_test_disabled;
|
|
uniform float grow;
|
|
uniform sampler2D colors : source_color, repeat_disable;
|
|
uniform float charge = 1.0;
|
|
|
|
#include "res://shaders/noise.gdshaderinc"
|
|
|
|
void vertex() {
|
|
// Billboarding
|
|
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
|
|
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
|
|
VERTEX+=NORMAL*grow;
|
|
|
|
|
|
float speed = pow(2.0, ((charge+.4)*5.0));
|
|
float dy = sin(speed*.7) * 0.005;
|
|
float dx = sin(speed) * 0.005;
|
|
VERTEX.y += dy;
|
|
VERTEX.x += dx;
|
|
}
|
|
|
|
void fragment() {
|
|
float where = distance(UV, vec2(0.5))*2.0;
|
|
if (where >= charge) {
|
|
discard;
|
|
}
|
|
vec2 buv = floor(UV * 350.0);
|
|
int bx = int(buv.x);
|
|
int by = int(buv.y);
|
|
int amount = 2;
|
|
if ((bx % amount == 0) || (by % amount == 0)) {
|
|
discard;
|
|
}
|
|
|
|
ALBEDO = texture(colors, vec2(where)).rgb;
|
|
}
|