Fixed wall shader
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@@ -1,5 +1,7 @@
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shader_type canvas_item;
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varying vec2 world_pos;
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uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform bool switch_colors = false;
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@@ -7,6 +9,7 @@ uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 0.5;
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uniform float intensity : hint_range(0.0, 1.0) = 1.0;
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uniform float scale : hint_range(0.0, 100.0) = 20.0;
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uniform bool use_world_pos = false;
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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@@ -26,9 +29,17 @@ float noise(vec2 uv) {
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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}
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void vertex() {
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if (use_world_pos) {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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}
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}
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void fragment() {
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if (COLOR.a > 0.01) {
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vec2 noise_uv = UV * vec2(1.0, TEXTURE_PIXEL_SIZE.x / TEXTURE_PIXEL_SIZE.y);
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vec2 noise_uv = vec2(1.0, TEXTURE_PIXEL_SIZE.x / TEXTURE_PIXEL_SIZE.y);
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noise_uv *= use_world_pos ? world_pos : UV;
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float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
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bool is_black = l < threshold;
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@@ -37,6 +48,7 @@ void fragment() {
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}
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if (intensity < 1.0) {
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vec2 coord = noise_uv * scale + TIME * speed;
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if (noise(coord) > intensity) {
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is_black = !is_black;
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}
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