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Oct 30th, 2023
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  1. shader_type canvas_item;
  2.  
  3. uniform sampler2D water_noise;
  4. uniform sampler2D water_noise2;
  5. uniform vec2 scroll = vec2(0.05,0.05);
  6. uniform vec2 scroll2 = vec2(-0.05,-0.05);
  7. uniform float distraction_strenght : hint_range(-1, 1) = 0.2;
  8. uniform vec4 tone_color : hint_color;
  9. uniform float light_start: hint_range(0.0, 1.0) = 0.275;
  10. uniform float light_end: hint_range(0.0, 1.0) = 0.4;
  11. uniform vec4 top_color : hint_color;
  12. void fragment(){
  13. float depth = texture(water_noise, UV+scroll*TIME).r * texture(water_noise2, UV+scroll2*TIME).r;
  14. vec4 screen_color = texture(SCREEN_TEXTURE,
  15. SCREEN_UV + distraction_strenght * vec2(depth));
  16. vec4 top_light = smoothstep(light_start,light_end,depth)*top_color;
  17. COLOR = screen_color*tone_color+top_light;
  18. }
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