Fixed wall shader

This commit is contained in:
2026-06-12 02:02:28 +03:00
parent e72e17f7ca
commit cbfbd9f4d8
11 changed files with 52 additions and 30 deletions
+13 -1
View File
@@ -1,5 +1,7 @@
shader_type canvas_item;
varying vec2 world_pos;
uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform bool switch_colors = false;
@@ -7,6 +9,7 @@ uniform float threshold : hint_range(0.0, 1.0) = 0.5;
uniform float speed : hint_range(0.0, 10.0) = 0.5;
uniform float intensity : hint_range(0.0, 1.0) = 1.0;
uniform float scale : hint_range(0.0, 100.0) = 20.0;
uniform bool use_world_pos = false;
vec2 random(vec2 uv){
uv = vec2( dot(uv, vec2(127.1,311.7) ),
@@ -26,9 +29,17 @@ float noise(vec2 uv) {
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
}
void vertex() {
if (use_world_pos) {
world_pos = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}
}
void fragment() {
if (COLOR.a > 0.01) {
vec2 noise_uv = UV * vec2(1.0, TEXTURE_PIXEL_SIZE.x / TEXTURE_PIXEL_SIZE.y);
vec2 noise_uv = vec2(1.0, TEXTURE_PIXEL_SIZE.x / TEXTURE_PIXEL_SIZE.y);
noise_uv *= use_world_pos ? world_pos : UV;
float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
bool is_black = l < threshold;
@@ -37,6 +48,7 @@ void fragment() {
}
if (intensity < 1.0) {
vec2 coord = noise_uv * scale + TIME * speed;
if (noise(coord) > intensity) {
is_black = !is_black;
}