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title_distort_new.gdshader
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title_distort_new.gdshader
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// https://www.shadertoy.com/view/ldXGW4
// shadertoy default license CC BY-NC-SA 3.0 DEED
// https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en
shader_type canvas_item;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
// change these values to 0.0 to turn off individual effects
const float vertJerkOpt = 1.0;
const float vertMovementOpt = 1.0;
const float bottomStaticOpt = 2.0;
const float scalinesOpt = 1.6;
const float rgbOffsetOpt = 1.0;
const float horzFuzzOpt = 0.25;
// Noise generation functions borrowed from:
// https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl
vec3 mod289_3(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289_2(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289_3(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289_2(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float staticV(vec2 uv) {
float staticHeight = snoise(vec2(9.0,(0.2*TIME-60.0)*1.2+3.0))*0.3+5.0;
float staticAmount = snoise(vec2(1.0,(0.2*TIME-60.0)*1.2-6.0))*0.1+0.3;
float staticStrength = snoise(vec2(-9.75,(0.2*TIME-60.0)*0.6-3.0))*2.0+2.0;
return (1.0-step(snoise(vec2(5.0*pow((0.2*TIME-60.0),2.0)+pow(uv.x*7.0,1.2),pow((mod((0.2*TIME-60.0),100.0)+100.0)*uv.y*0.3+3.0,staticHeight))),staticAmount))*staticStrength;
}
void fragment()
{
vec2 iResolution = vec2(1.0, 1.0);
vec2 fragCoord = UV; //fragCoord.y = 1.0 - UV.y;
vec2 uv = fragCoord.xy/iResolution.xy;
float jerkOffset = (1.0-step(snoise(vec2((0.2*TIME-60.0)*1.3,5.0)),0.8))*0.05;
float fuzzOffset = snoise(vec2((0.2*TIME-60.0)*15.0,uv.y*80.0))*0.003;
float largeFuzzOffset = snoise(vec2((0.2*TIME-60.0)*1.0,uv.y*25.0))*0.004;
float vertMovementOn = (1.0-step(snoise(vec2((0.2*TIME-60.0)*0.2,8.0)),0.4))*vertMovementOpt;
float vertJerk = (1.0-step(snoise(vec2((0.2*TIME-60.0)*1.5,5.0)),0.6))*vertJerkOpt;
float vertJerk2 = (1.0-step(snoise(vec2((0.2*TIME-60.0)*5.5,5.0)),0.2))*vertJerkOpt;
float yOffset = abs(sin((0.2*TIME-60.0))*4.0)*vertMovementOn+vertJerk*vertJerk2*0.3;
float y = mod(uv.y+yOffset,1.0);
float xOffset = (fuzzOffset + largeFuzzOffset) * horzFuzzOpt;
float staticVal = 0.0;
for (float y = -1.0; y <= 1.0; y += 1.0) {
float maxDist = 5.0/200.0;
float dist = y/200.0;
staticVal += staticV(vec2(uv.x,uv.y+dist))*(maxDist-abs(dist))*1.5;
}
staticVal *= bottomStaticOpt;
float red = texture( iChannel0, vec2(uv.x + xOffset -0.01*rgbOffsetOpt,y)).r+staticVal;
float green = texture( iChannel0, vec2(uv.x + xOffset, y)).g+staticVal;
float blue = texture( iChannel0, vec2(uv.x + xOffset +0.01*rgbOffsetOpt,y)).b+staticVal;
vec3 color = vec3(red,green,blue);
float scanline = sin(uv.y*800.0)*0.04*scalinesOpt;
color -= scanline;
COLOR = vec4(color,1.0);
}