46 lines
1.7 KiB
GLSL
46 lines
1.7 KiB
GLSL
shader_type canvas_item;
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//render_mode unshaded;
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uniform float bps;
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uniform vec4 star_color : hint_color;
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uniform vec4 held_color : hint_color;
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uniform vec2 screen_size;
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//void vertex() {
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//}
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void fragment() {
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vec4 sample = texture(TEXTURE, UV);
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//Not sure if this helps or hurts performance
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//if (sample.a <= 0.0) discard;
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float color_scale = sample.r;
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float bright_scale = (sample.g+sample.b)/2.0;
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float dist = distance(FRAGCOORD.xy, screen_size/2.0);
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float dist_norm = dist*1.8 / screen_size.y;
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if (COLOR.rgb == star_color.rgb){
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// Star ripple
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COLOR.rg += dist_norm*0.33;
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COLOR.rgb *= mix(abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.75);
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COLOR.rgb *= color_scale; // Preserve black outlines
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COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
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} else if (COLOR.rgb == held_color.rgb){
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// Hold note being held, flashy effects
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COLOR.b *= mix(2.0*abs(0.5-mod(TIME*bps*2.0+dist_norm, 1.0)), 1.0, 0.35);
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COLOR.g *= mix(1.0 - 2.0*abs(0.5-mod(TIME*bps*0.5+dist_norm, 1.0)), 0.0, 0.35);
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COLOR.r *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
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if (color_scale < 0.5){ // Make black outlines shine
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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));
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}
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COLOR.rgb = mix(COLOR.rgb, vec3(1.0), 0.33); // brighten overall
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COLOR.rgb = mix(COLOR.rgb, vec3(0.25), bright_scale); // Invert white outlines
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} else {
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COLOR.gb += 0.1;
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COLOR.rgb *= mix(abs(0.5-mod(TIME*bps, 1.0)), 1.0, 0.85);
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COLOR.rgb *= color_scale; // Preserve black outlines
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COLOR.rgb = mix(COLOR.rgb, vec3(1.0), bright_scale); // Preserve white outlines
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}
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COLOR.a = texture(TEXTURE, UV).a;
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} |