Files
2026-03-02 02:17:04 +00:00

63 lines
2.1 KiB
GLSL
Executable File

//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);
}