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- shader_type canvas_item;
- uniform sampler2D water_noise;
- uniform sampler2D water_noise2;
- uniform vec2 scroll = vec2(0.05,0.05);
- uniform vec2 scroll2 = vec2(-0.05,-0.05);
- uniform float distraction_strenght : hint_range(-1, 1) = 0.2;
- uniform vec4 tone_color : hint_color;
- uniform float light_start: hint_range(0.0, 1.0) = 0.275;
- uniform float light_end: hint_range(0.0, 1.0) = 0.4;
- uniform vec4 top_color : hint_color;
- void fragment(){
- float depth = texture(water_noise, UV+scroll*TIME).r * texture(water_noise2, UV+scroll2*TIME).r;
- vec4 screen_color = texture(SCREEN_TEXTURE,
- SCREEN_UV + distraction_strenght * vec2(depth));
- vec4 top_light = smoothstep(light_start,light_end,depth)*top_color;
- COLOR = screen_color*tone_color+top_light;
- }
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