53 lines
1.1 KiB
Plaintext
53 lines
1.1 KiB
Plaintext
shader_type canvas_item;
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render_mode skip_vertex_transform;
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void vertex() {
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VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
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}
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vec3 color_ramp(float h) {
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if (h < 0.35f) {
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return vec3(0, 0, 0.3);
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else if (h < 0.4f) {
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return vec3(0, 0, 0.6);
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} else if (h < 0.45f) {
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return vec3(0, 0, 0.7);
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} else if (h < 0.5f) {
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return vec3(0, 0, 1);
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} else if (h < 0.55){
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return vec3(0.8, 0.8, 0.1);
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} else if (h < 0.65){
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return vec3(0, 0.6, 0);
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} else if (h < 0.75){
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return vec3(0, 0.4, 0);
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} else if (h <= 0.85){
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return vec3(0.6, 0.6, 0.6);
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} else if (h < 1.0){
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return vec3(0.8, 0.8, 0.8);
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}
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return vec3(1.0);
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}
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vec3 rgbToGrayscale(vec3 color) {
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return vec3(dot(color.rgb, vec3(0.299, 0.587, 0.144)));
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}
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float borderFalloff(vec2 uv) {
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return min(
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(0.5 - abs(-uv.x + 0.5)) * 2.0,
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(0.5 - abs(-uv.y + 0.5)) * 2.0);
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}
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float borderFalloffCircle(vec2 uv) {
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return (0.5 - length(vec2(uv - vec2(0.5, 0.5)))) * 2.0;
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}
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void fragment() {
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vec4 texture_color = texture(TEXTURE, UV);
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COLOR.rgb = vec3(texture_color.r * borderFalloff(UV) * 1.8);
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// COLOR.rgb = vec3(texture_color.r * borderFalloffCircle(UV) * 1.8);
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}
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