netmasked/shaders/selective_glow.gdshader

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shader_type canvas_item;
uniform vec4 replace : source_color = vec4(0.0);
uniform float intensity : hint_range(0.0, 5.0, 0.1);
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
float color_diff = distance(tex_color.rgb, replace.rgb);
if (color_diff < 0.03) {
COLOR = tex_color * intensity;
} else
{
COLOR = tex_color;
}
}