One_Eleven_Android/rain_MainMenu.gdshader
2024-11-10 03:34:28 +03:00

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shader_type canvas_item;
//uniform sampler2D origin;
uniform sampler2D noise;
uniform vec2 tiling;
uniform vec2 extraoffset;
uniform bool isON=true;
void fragment()
{
vec2 c = vec2(FRAGCOORD.x, FRAGCOORD.y);
vec2 res = vec2(1.0 / SCREEN_PIXEL_SIZE.x,1.0 / SCREEN_PIXEL_SIZE.y);
vec2 u = c / res.xy,
n = texture(noise, u * .1).rg; // Displacement
//vec4 f = textureLod(origin, u*tiling+extraoffset, 2.5);
vec4 f=texture(SCREEN_TEXTURE,SCREEN_UV*tiling+extraoffset);
// Loop through the different inverse sizes of drops
if (isON) {
for (float r = 4. ; r > 0. ; r--) {
vec2 x = res.xy * r * .015, // Number of potential drops (in a grid)
p = 6.28 * u * x + (n - .5) * 2.,
s = sin(p);
// Current drop properties. Coordinates are rounded to ensure a
// consistent value among the fragment of a given drop.
vec4 d = texture(noise, round(u * x - 0.25) / x);
// Drop shape and fading
float t = (s.x+s.y) * max(0., 1. - fract(TIME * (d.b + .1) + d.g) * 1.7);
// d.r -> only x% of drops are kept on, with x depending on the size of drops
if (d.r < (3.-r)*.02 && t > 0.5) {
// Drop normal
vec3 v = normalize(-vec3(cos(p), mix(.2, 2., t-.5)));
// fragColor = vec4(v * 0.5 + 0.5, 1.0); // show normals
// Poor man's refraction (no visual need to do more)
f = texture(SCREEN_TEXTURE, (u - v.xy * .1)*tiling+extraoffset);
if(f.r == 1.0 && f.g == 1.0 && f.b == 1.0){
f.a = 0.0
}
}
}
} else {
f=texture(SCREEN_TEXTURE,SCREEN_UV);
}
COLOR = f;
}