mlpcardgame/UIAssets/Effects/Shiny.shader
2019-06-13 00:36:35 +02:00

36 lines
No EOL
1.1 KiB
GLSL

shader_type canvas_item;
render_mode blend_mix,unshaded;
uniform vec4 effect_color : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float effect_strength : hint_range(0, 1) = 0.5;
uniform float effect_offset : hint_range(-0.7, 0.7) = 0;
uniform float rotation : hint_range(-90, 90) = 0;
uniform float width : hint_range(0, 0.5) = 0.2;
uniform float softness : hint_range(0, 1) = 0.5;
void fragment() {
float a, b, c, powsum;
float rad = radians(rotation);
if (rotation < 45f && rotation > -45f) {
a = 1.0;
b = tan(rad);
c = -0.5f - 0.5f * b - effect_offset / cos(rad);
} else {
b =1.0;
a = 1.0 / tan(rad);
c = -0.5 - 0.5f * a - effect_offset / sin(rad);
}
float d = abs(a * UV.x + b * UV.y + c) / sqrt(a * a + b * b);
float edge = (1.0 - softness) * width;
if ( d < edge) {
vec4 color = texture(TEXTURE, UV);
COLOR = effect_color * effect_strength + color;
COLOR.a = color.a;
} else if (d > width) {
COLOR = texture(TEXTURE, UV);
} else {
vec4 color = texture(TEXTURE, UV);
COLOR = (width - d) / (width - edge) * effect_color * effect_strength + color;
COLOR.a = color.a;
}
}