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) = 0.5; uniform float intensity : hint_range(0.0, 1.0) = 1.0; uniform float scale : hint_range(0.0, 100.0) = 20.0; 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 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 fragment() { if (COLOR.a > 0.01) { 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 + TIME * speed; if (noise(coord) > intensity) { is_black = !is_black; } } if (is_black) { COLOR = black_color; } else { COLOR = white_color; } } }