Updated BnW shader

This commit is contained in:
2026-02-14 15:48:44 +03:00
parent aa7b392edc
commit e2dee3f801
6 changed files with 28 additions and 32 deletions
+16 -21
View File
@@ -4,34 +4,29 @@ 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;
uniform float threshold : hint_range(0.0, 1.0) = 0.5;
uniform float speed : hint_range(0.0, 10.0) = 5.0;
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;
float rand(vec2 coord) {
return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
vec2 random(vec2 uv){
uv = vec2( dot(uv, vec2(127.1,311.7) ),
dot(uv, vec2(269.5,183.3) ) );
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
}
float cellular(vec2 coord) {
vec2 i = floor(coord);
vec2 f = fract(coord);
float noise(vec2 uv) {
vec2 uv_index = floor(uv);
vec2 uv_fract = fract(uv);
float min_dist = 1.0;
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
point = 0.5 * sin(TIME * speed + 6.2831 * point);
vec2 diff = neighbor + point - f;
float dist = length(diff);
min_dist = min(min_dist, dist);
}
}
return min_dist;
return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
}
void fragment() {
if (COLOR.a > 0.01) {
float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
@@ -41,8 +36,8 @@ void fragment() {
is_black = !is_black;
}
if (intensity < 1.0) {
vec2 coord = UV * scale;
if (cellular(coord) > intensity) {
vec2 coord = UV * scale + TIME * speed;
if (noise(coord) > intensity) {
is_black = !is_black;
}
}