RhythmGame/shaders/scoretext.tres

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[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;
uniform vec2 screen_size;
//void vertex() {
//}
void fragment() {
vec4 sample = texture(TEXTURE, UV);
float color_scale = sample.r;
float bright_scale = (sample.g+sample.b)/2.0;
float dist = distance(FRAGCOORD.xy, screen_size/2.0);
float dist_norm = dist*1.8 / screen_size.y;
if (COLOR.rgb == star_color.rgb){
// Star ripple
COLOR.rg += dist_norm*0.33;
COLOR.rgb *= mix(abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.75);
COLOR.rgb *= color_scale; // Preserve black outlines
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
} else if (COLOR.rgb == held_color.rgb){
// Hold note being held, flashy effects
COLOR.b *= mix(2.0*abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.35);
COLOR.g *= mix(1.0 - 2.0*abs(0.5-mod(TIME*bps*0.5+dist_norm, 1.0)), 0.0, 0.35);
COLOR.r *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
if (color_scale < 0.5){ // Make black outlines shine
COLOR.rgb = mix(COLOR.rgb, vec3(mix(dist_norm, abs(0.5-mod(TIME*bps*8.0, 1.0)), 0.33)), 1.0-(color_scale*2.0));
}
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), 0.33); // brighten overall
COLOR.rgb = mix(COLOR.rgb, vec3(0.25), bright_scale); // Invert white outlines
} else {
COLOR.gb += 0.1;
COLOR.rgb *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
COLOR.rgb *= color_scale; // Preserve black outlines
COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
}
COLOR.a = clamp(COLOR.a*texture(TEXTURE, UV).a, 0.0, 1.0);
}"
[resource]
shader = SubResource( 1 )
shader_param/bps = null
shader_param/star_color = null
shader_param/held_color = null
shader_param/screen_size = null