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ScrapFrontier/game/shaders/shield.gdshader
T

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shader_type canvas_item;
uniform float speed = 5.0;
uniform float scale = 20.0;
uniform float intensity = 1;
uniform sampler2D noise;
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) {
vec2 coord = UV * scale;
float pattern = cellular(coord);
COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0);
}
}