4.6, new attack, enemy spawning, shaders, bunch of stuff
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84 changed files with 13348 additions and 91399 deletions
50
shaders/vhs_glitch.gdshader
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shaders/vhs_glitch.gdshader
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shader_type canvas_item;
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// Your original target color detection
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uniform vec4 target_color : source_color = vec4(0.0, 0.007, 0.939, 1.0);
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uniform float color_tolerance : hint_range(0.0, 1.0) = 0.05;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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// New uniforms for the smooth rainbow edge effect
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uniform float color_shift_intensity : hint_range(0.0, 0.2) = 0.08;
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uniform float edge_rainbow_spread : hint_range(0.1, 5.0) = 2.0;
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uniform float shift_speed : hint_range(0.0, 5.0) = 1.0;
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uniform float scanline_intensity : hint_range(0.0, 1.0) = 0.15;
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void fragment() {
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vec4 original_screen_color = texture(screen_texture, SCREEN_UV);
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if (distance(original_screen_color.rgb, target_color.rgb) > color_tolerance) {
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COLOR = original_screen_color;
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} else {
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vec2 uv = SCREEN_UV;
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vec2 center_offset = uv - vec2(0.5);
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float dist_from_center = length(center_offset);
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float edge_factor = pow(dist_from_center, edge_rainbow_spread);
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float time_sin = sin(TIME * shift_speed) - 1.2;
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float time_cos = cos(TIME * shift_speed * 0.8) - 1.2;
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//float time_sin = sin(dist_from_center * shift_speed);
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//float time_cos = cos(dist_from_center * shift_speed * 0.8);
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//vec2 red_offset = center_offset * color_shift_intensity * edge_factor * time_sin;
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//vec2 blue_offset = center_offset * color_shift_intensity * edge_factor * -time_cos;
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//vec2 green_offset = center_offset * color_shift_intensity * edge_factor * (time_sin * 0.5);
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vec2 red_offset = vec2(0.1, 0.5) * color_shift_intensity * time_sin;
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vec2 blue_offset = vec2(-0.1, 0.5) * color_shift_intensity * -time_cos;
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vec2 green_offset = vec2(-0.1, -0.5) * color_shift_intensity * (time_sin);
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float r = texture(screen_texture, uv + red_offset).r;
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float g = texture(screen_texture, uv + green_offset).g;
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float b = texture(screen_texture, uv + blue_offset).b;
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vec4 final_color = vec4(r, g, b, 1.0);
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//float scanline = sin(uv.y * 400.0 - TIME * 2.0) * 0.2 + 1.;
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//final_color.rgb *= scanline * scanline_intensity;
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COLOR = final_color;
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}
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}
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