Files
CultManor/game/shaders/black_n_white.gdshader
T
2026-01-07 22:00:05 +03:00

58 lines
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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 > 0.01) {
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;
if (cellular(coord) > intensity) {
is_black = !is_black;
}
}
if (is_black) {
COLOR = black_color;
}
else {
COLOR = white_color;
}
}
}