[gd_resource type="ShaderMaterial" load_steps=2 format=2] [sub_resource type="Shader" id=1] code = "shader_type canvas_item; //render_mode unshaded; uniform float bps; //uniform vec4 star_color : hint_color; //uniform vec4 held_color : hint_color; // All components are in the range [0…1], including hue. vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 hsl2rgb(vec3 c) { // vec3 rgb = clamp( abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0)-1.0, 0.0, 1.0 ); vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); vec3 rgb = clamp(p-K.xxx, 0.0, 1.0); return clamp(c.z + c.y*(rgb-0.5)*(1.0-abs(2.0*c.z-1.0)), 0.0, 1.0); } vec3 lab2xyz(vec3 c){ float fy=(c.x+16.)/116., fx=c.y/500.+fy, fz=fy-c.z/200.; vec3 scale = vec3(95.047, 100.000, 108.883); return scale * vec3( (fx > 0.206897) ? fx*fx*fx : (fx-16./116.)/7.787, (fy > 0.206897) ? fy*fy*fy : (fy-16./116.)/7.787, (fz > 0.206897) ? fz*fz*fz : (fz-16./116.)/7.787 ); } vec3 xyz2rgb(vec3 c){ vec3 v = (c/100.0) * mat3( vec3( 3.2406,-1.5372,-0.4986), vec3(-0.9689, 1.8758, 0.0415), vec3( 0.0557,-0.2040, 1.0570) ); vec3 r = vec3( (v.r>.0031308) ? (1.055*pow(v.r, (1./2.4)) - 0.055) : 12.92*v.r, (v.g>.0031308) ? (1.055*pow(v.g, (1./2.4)) - 0.055) : 12.92*v.g, (v.b>.0031308) ? (1.055*pow(v.b, (1./2.4)) - 0.055) : 12.92*v.b ); return r; } vec3 lab2rgb(vec3 c){return xyz2rgb(lab2xyz(vec3(100.*c.x,2.*127.*(c.y-.5),2.*127.*(c.z-.5))));} void fragment() { float wave_scale = 0.015; float timescale = 0.5; float t = TIME * timescale; // vec3 hsv; //// hsv.x = 0.5 + 0.5*sin(wave_scale*FRAGCOORD.x+TIME*3.0); //// hsv.y = 0.5 + 0.5*sin(wave_scale*FRAGCOORD.y+TIME*2.5); //// hsv.z = 0.5 + 0.5*sin(wave_scale*FRAGCOORD.x+wave_scale*FRAGCOORD.y*cos(TIME*0.01)+TIME*3.5); // hsv.x = fract(wave_scale*wave_scale*FRAGCOORD.x+t*1.3 + 0.33*sin(wave_scale*FRAGCOORD.y+t*0.5) + 0.33*sin(wave_scale*FRAGCOORD.x+t*0.25)); // hsv.y = 0.5 + 0.25*sin(wave_scale*FRAGCOORD.y+t*2.5) + 0.25*cos(wave_scale*FRAGCOORD.x+t*3.5); //// hsv.z = 0.75 + 0.25*sin(wave_scale*FRAGCOORD.x+wave_scale*FRAGCOORD.y*cos(t*0.01)+t*1.5); // hsv.z = mix(COLOR.x, 0.5, 0.5); // COLOR.rgb = hsl2rgb(hsv); //// if (COLOR.x >= 0.5) COLOR.rgb = hsl2rgb(hsv); else COLOR.rgb = vec3(1.0) - hsl2rgb(hsv); vec3 lab; // lab.x = mix(COLOR.x, 0.5, 0.5); lab.x = mix(COLOR.x, 0.5, 0.35+0.25*cos(TIME * 3.141592654)); lab.y = 0.5 + 0.25*sin(wave_scale*FRAGCOORD.y+t*2.5) + 0.125*sin(0.5*wave_scale*FRAGCOORD.y+cos(t*1.5) + 0.125*cos(t*5.5)); lab.z = 0.5 + 0.25*sin(wave_scale*FRAGCOORD.x+t*2.25) + 0.125*sin(0.5*wave_scale*FRAGCOORD.x+cos(t*3.5) + 0.125*cos(t*6.5)); COLOR.rgb = lab2rgb(lab); COLOR.a = clamp(texture(TEXTURE, UV).a, 0.0, 1.0); }" [resource] shader = SubResource( 1 ) shader_param/bps = null