- /*
- Shader from Godot Shaders - the free shader library.
- godotshaders.com/shader/god-rays
-
- Feel free to use, improve and change this shader according to your needs
- and consider sharing the modified result on godotshaders.com.
- */
-
- shader_type canvas_item;
-
- uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
-
- uniform float angle = -0.3;
- uniform float position = -0.2;
- uniform float spread : hint_range(0.0, 1.0) = 0.5;
- uniform float cutoff : hint_range(-1.0, 1.0) = 0.1;
- uniform float falloff : hint_range(0.0, 1.0) = 0.2;
- uniform float edge_fade : hint_range(0.0, 1.0) = 0.15;
-
- uniform float speed = 1.0;
- uniform float ray1_density = 8.0;
- uniform float ray2_density = 30.0;
- uniform float ray2_intensity : hint_range(0.0, 1.0) = 0.3;
-
- uniform vec4 color : source_color = vec4(1.0, 0.9, 0.65, 0.8);
-
- uniform bool hdr = false;
- uniform float seed = 5.0;
-
- float random(vec2 _uv) {
- _uv += min(TIME,0.0);
- return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233))) * 43758.5453123);
- }
-
- float noise (in vec2 uv) {
- vec2 i = floor(uv);
- vec2 f = fract(uv);
-
- // Four corners in 2D of a tile
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
-
-
- // Smooth Interpolation
-
- // Cubic Hermine Curve. Same as SmoothStep()
- vec2 u = f * f * (3.0-2.0 * f);
-
- // Mix 4 coorners percentages
- return mix(a, b, u.x) +
- (c - a)* u.y * (1.0 - u.x) +
- (d - b) * u.x * u.y;
- }
-
- mat2 rotate(float _angle){
- return mat2(vec2(cos(_angle), -sin(_angle)),
- vec2(sin(_angle), cos(_angle)));
- }
-
- vec4 screen(vec4 base, vec4 blend){
- return 1.0 - (1.0 - base) * (1.0 - blend);
- }
-
- void fragment()
- {
-
- // Rotate, skew and move the UVs
- vec2 transformed_uv = ( rotate(angle) * (UV - position) ) / ( (UV.y + spread) - (UV.y * spread) );
-
- // Animate the ray according the the new transformed UVs
- vec2 ray1 = vec2(transformed_uv.x * ray1_density + sin(TIME * 0.1 * speed) * (ray1_density * 0.2) + seed, 1.0);
- vec2 ray2 = vec2(transformed_uv.x * ray2_density + sin(TIME * 0.2 * speed) * (ray1_density * 0.2) + seed, 1.0);
-
- // Cut off the ray's edges
- float cut = step(cutoff, transformed_uv.x) * step(cutoff, 1.0 - transformed_uv.x);
- ray1 *= cut;
- ray2 *= cut;
-
- // Apply the noise pattern (i.e. create the rays)
- float rays;
-
- if (hdr){
- // This is not really HDR, but check this to not clamp the two merged rays making
- // their values go over 1.0. Can make for some nice effect
- rays = noise(ray1) + (noise(ray2) * ray2_intensity);
- }
- else{
- rays = clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
- }
-
- // Fade out edges
- rays *= smoothstep(0.0, falloff, (1.0 - UV.y)); // Bottom
- rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left
- rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right
-
- // Color to the rays
- vec3 shine = vec3(rays) * color.rgb;
-
- // Try different blending modes for a nicer effect. "Screen" is included in the code,
- // but take a look at https://godotshaders.com/snippet/blending-modes/ for more.
- // With "Screen" blend mode:
- shine = screen(texture(SCREEN_TEXTURE, SCREEN_UV), vec4(color)).rgb;
-
- COLOR = vec4(shine, rays * color.a);
- }