28 lines
717 B
Plaintext
28 lines
717 B
Plaintext
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shader_type spatial;
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uniform sampler2D noise;
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uniform vec3 color = vec3(0.98, 0.73, 0.23);
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uniform vec3 color2 = vec3(1, 0, 0);
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uniform float noiseScale = 20.0;
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uniform float timeScale = 5.0;
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uniform vec3 bobDirection = vec3(0, 0, 1);
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uniform float bobStrength = 0.2;
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uniform float bobSpeed = 1;
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void vertex() {
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VERTEX += bobStrength * sin(TIME * bobSpeed) * bobDirection;
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}
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void fragment() {
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float alph1 = texture(noise, noiseScale * UV + TIME * timeScale).x;
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float alph2 = texture(noise, noiseScale * UV + TIME * timeScale + vec2(0.2, 0.2)).x;
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if (alph1 >= alph2){
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ALBEDO = color;
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EMISSION = color;
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}else{
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ALBEDO = color2;
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EMISSION = color2;
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}
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ALPHA = clamp(3.0 * distance(alph1, alph2), 0, 1);
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}
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