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Ugric
2026-03-02 02:17:04 +00:00
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//SHADER ORIGINALY CREADED BY "Gaktan" FROM SHADERTOY
//MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness)
//LICENSE : CC0
//COMATIBLE WITH : GLES2, GLES3
//SHADERTOY LINK : https://www.shadertoy.com/view/Ms3XWH#
shader_type canvas_item;
uniform float range = 0.03;
uniform float noiseQuality :hint_range(0,250) = 250.0;
uniform float noiseIntensity :hint_range(0, 0.05) = 0.005;
uniform float offsetIntensity = 0.01;
uniform float colorOffsetIntensity :hint_range(0,1.5) = 0.3;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float verticalBar(float pos, float uvY, float offset){
float edge0 = (pos - range);
float edge1 = (pos + range);
float x = smoothstep(edge0, pos, uvY) * offset;
x -= smoothstep(pos, edge1, uvY) * offset;
return x;
}
void fragment(){
vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
for (float i = 0.0; i < 0.71; i += 0.1313){
float d = mod(TIME - tan(TIME * 0.24 * i), 0);
float o = sin(1.0 - tan(TIME * 0.24 * i));
o *= offsetIntensity;
uv.x += verticalBar(d, uv.y, o);
}
float uvY = uv.y;
uvY *= noiseQuality;
uvY = float(int(uvY)) * (1.0 / noiseQuality);
float noise = rand(vec2(TIME * 0.00001, uvY));
uv.x += noise * noiseIntensity;
vec2 offsetR = vec2(0.006 * sin(TIME), 0.0) * colorOffsetIntensity;
vec2 offsetG = vec2(0.0073 * (cos(TIME * 0.97)), 0.0) * colorOffsetIntensity;
float r = texture(SCREEN_TEXTURE, uv + offsetR).r;
float g = texture(SCREEN_TEXTURE, uv + offsetG).g;
float b = texture(SCREEN_TEXTURE, uv).b;
vec4 tex = vec4(r, g, b, 1.0);
COLOR = tex;
}