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