58 lines
1.3 KiB
Plaintext
58 lines
1.3 KiB
Plaintext
shader_type canvas_item;
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uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform bool switch_colors = false;
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uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 5.0;
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uniform float intensity : hint_range(0.0, 1.0) = 1.0;
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uniform float scale : hint_range(0.0, 100.0) = 20.0;
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float rand(vec2 coord) {
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return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float cellular(vec2 coord) {
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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float min_dist = 1.0;
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x), float(y));
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vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
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point = 0.5 * sin(TIME * speed + 6.2831 * point);
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vec2 diff = neighbor + point - f;
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float dist = length(diff);
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min_dist = min(min_dist, dist);
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}
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}
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return min_dist;
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}
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void fragment() {
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if (COLOR.a != 0.0) {
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float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
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bool is_black = l < threshold;
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if (switch_colors) {
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is_black = !is_black;
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}
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if (intensity < 1.0) {
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vec2 coord = UV * scale;
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if (cellular(coord) > intensity) {
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is_black = !is_black;
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}
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}
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if (is_black) {
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COLOR = black_color;
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}
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else {
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COLOR = white_color;
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}
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}
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}
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