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