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12
GodotRetro/Object Shaders/Debug/helloworld-2d.shader
Executable file
12
GodotRetro/Object Shaders/Debug/helloworld-2d.shader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#03/space.frag
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shader_type canvas_item;
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void fragment(){
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vec2 st = UV;
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vec4 final = vec4(st.x, st.y, 0.0, 1.0);
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COLOR = final;
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}
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13
GodotRetro/Object Shaders/Debug/helloworld.shader
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13
GodotRetro/Object Shaders/Debug/helloworld.shader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#03/space.frag
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shader_type spatial;
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render_mode cull_disabled, specular_disabled, diffuse_lambert;
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void fragment(){
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vec2 st = UV;
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vec3 final = vec3(st.x, st.y, 0.0);
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ALBEDO = final;
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}
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31
GodotRetro/Object Shaders/Debug/helloworld2-2d.shader
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31
GodotRetro/Object Shaders/Debug/helloworld2-2d.shader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#06/hsb-colorwheel.frag
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shader_type canvas_item;
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const float TWO_PI = 6.28318530718;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void fragment(){
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vec2 st = UV;
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vec3 color = vec3(0.0);
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// Use polar coordinates instead of cartesian
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vec2 toCenter = vec2(0.5)-st;
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float angle = atan(toCenter.y,toCenter.x);
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float radius = length(toCenter)*2.0;
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// Map the angle (-PI to PI) to the Hue (from 0 to 1)
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// and the Saturation to the radius
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COLOR = vec4(hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0)), 1);
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}
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34
GodotRetro/Object Shaders/Debug/helloworld2.shader
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GodotRetro/Object Shaders/Debug/helloworld2.shader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#06/hsb-colorwheel.frag
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shader_type spatial;
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render_mode cull_disabled, specular_disabled, diffuse_lambert, unshaded;
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const float TWO_PI = 6.28318530718;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void fragment(){
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vec2 st = UV;
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vec3 color = vec3(0.0);
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// Use polar coordinates instead of cartesian
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vec2 toCenter = vec2(0.5)-st;
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float angle = atan(toCenter.y,toCenter.x);
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float radius = length(toCenter)*2.0;
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// Map the angle (-PI to PI) to the Hue (from 0 to 1)
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// and the Saturation to the radius
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color = hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0));
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ALBEDO = color;
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}
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