//SHADER ORIGINALY CREADED BY "jcant0n" FROM SHADERTOY //MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness) //LICENSE : CC0 //COMATIBLE WITH : GLES2, GLES3, WEBGL //SHADERTOY LINK : https://www.shadertoy.com/view/XssSDs# shader_type canvas_item; uniform float amount :hint_range(0.0, 1.5) = 1.0; vec2 Circle(float Start, float Points, float Point) { float Rad = (3.141592 * 3.0 * (1.0 / Points)) * (Point + Start); return vec2(sin(Rad), cos(Rad)); } void fragment(){ vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy; vec2 PixelOffset = amount / (1.0 / SCREEN_PIXEL_SIZE).xy; float Start = 2.0 / 14.0; vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; vec3 N0 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; vec3 N1 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; vec3 N2 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; vec3 N3 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; vec3 N4 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; vec3 N5 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; vec3 N6 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; vec3 N7 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; vec3 N8 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; vec3 N9 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; vec3 N10 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; vec3 N11 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; vec3 N12 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; vec3 N13 = texture(SCREEN_TEXTURE, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; vec3 N14 = texture(SCREEN_TEXTURE, uv).rgb; float W = 1.0 / 15.0; vec3 color = vec3(0,0,0); color.rgb = (N0 * W) + (N1 * W) + (N2 * W) + (N3 * W) + (N4 * W) + (N5 * W) + (N6 * W) + (N7 * W) + (N8 * W) + (N9 * W) + (N10 * W) + (N11 * W) + (N12 * W) + (N13 * W) + (N14 * W); COLOR = vec4(color.rgb,1.0); }