netmasked/shaders/glow.gdshader

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Text

shader_type canvas_item;
uniform float intensity : hint_range(1.0, 5.0, 0.1);
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec3 glow_col = col.xyz * intensity;
COLOR = vec4(glow_col, col.w);}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}