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30 lines
1.0 KiB
Plaintext
30 lines
1.0 KiB
Plaintext
shader_type canvas_item;
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uniform float rotation: hint_range(0.0, 3.14156, 0.01) = 1.4;
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uniform float size: hint_range(0.0, 1000.0, 1.0) = 40.0;
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uniform float time_scale = 50.0;
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uniform float wave_amount = 0.5;
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uniform float wave_scale = 0.25;
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uniform vec4 color1: source_color = vec4(0, 0, 0, 1);
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uniform vec4 color2: source_color = vec4(1);
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float aaStep(float compValue, float gradient){
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float halfChange = fwidth(gradient) / 2.0;
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//base the range of the inverse lerp on the change over one pixel
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float lowerEdge = compValue - halfChange;
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float upperEdge = compValue + halfChange;
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//do the inverse interpolation
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float stepped = (gradient - lowerEdge) / (upperEdge - lowerEdge);
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stepped = clamp(stepped, 0.0, 1.0);
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return stepped;
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}
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void fragment() {
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vec2 pos = FRAGCOORD.xy;
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pos.y += sin(pos.x / (size * wave_amount) + TIME * time_scale) * (wave_scale * size);
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pos *= mat2(vec2(sin(rotation), -cos(rotation)), vec2(cos(rotation), sin(rotation)));
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pos = abs(fract(pos / size) - 0.5);
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COLOR = mix(color1, color2, aaStep(0.5, pos.x + pos.y));
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}
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