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; 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 float seed : hint_range(0.0, 1.0) = 0.0; uniform vec2 direction = vec2(1.0, 1.0); uniform bool use_world_pos = false; 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) + seed) * 43758.5453123); } float noise(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); vec2 blur = smoothstep(0.0, 1.0, uv_fract); 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 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 = 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; if (switch_colors) { is_black = !is_black; } if (intensity < 1.0) { vec2 coord = noise_uv * scale + TIME * speed * normalize(direction); if (noise(coord) > intensity) { is_black = !is_black; } } COLOR = is_black ? black_color : white_color; } }