shader_type canvas_item; 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 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); } float cellular(vec2 coord) { vec2 i = floor(coord); vec2 f = fract(coord); float min_dist = 1.0; 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; } void fragment() { if (COLOR.a != 0.0) { float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722)); bool is_black = l < threshold; if (switch_colors) { is_black = !is_black; } if (intensity < 1.0) { vec2 coord = UV * scale; if (cellular(coord) > intensity) { is_black = !is_black; } } if (is_black) { COLOR = black_color; } else { COLOR = white_color; } } }