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pomchronicles/shaders/animated_gradient.gdshader

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shader_type canvas_item;
uniform sampler2D gradient;
instance uniform float threshold = -0.1;
uniform float fringe = 0;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
vec4 col = texture(TEXTURE, UV);
float lum = 0.2126*col.r + 0.7152*col.g + 0.0722*col.b;
vec4 g_col = texture(gradient, vec2((threshold + fringe) - lum, 0));
if(lum > threshold){
float fringe_alpha = max(0, (fringe - (lum - threshold))/fringe);
COLOR = vec4(g_col.rgb,fringe_alpha * col.a);
}else{
COLOR = vec4(g_col.rgb, col.a);
}
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}