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October 29, 2023 22:59
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Shader with faked refraction, inverted screen lookup and larger screen read
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shader_type canvas_item; | |
uniform float refractionMagnitude = 30.0; | |
uniform float captureMagnitude = 0.0; | |
void fragment() { | |
// Possibly a more acturate way to do refraction? Uncomment and see how you like it (and comment out below refraction) | |
//vec3 refraction = -refract(vec3(0,0,-1), texture(NORMAL_TEXTURE, UV).rgb, 1.1) *2.0; | |
vec3 refraction = - texture(NORMAL_TEXTURE, UV).rgb * vec3(1.0,-1.0,1.0); | |
ivec2 textureSizeValue = textureSize(TEXTURE, 0); | |
ivec2 textureScreenSizeValue = textureSize(SCREEN_TEXTURE, 0); | |
vec2 textureToScreenRatio = vec2( | |
float(textureSizeValue.x)/ float(textureScreenSizeValue.x), | |
float(textureSizeValue.y)/ float(textureScreenSizeValue.y) | |
); | |
vec4 textureRead = texture(TEXTURE, UV); | |
vec2 offsetToTextureCenter = (UV - vec2(0.5)) * 2.0; | |
vec2 offsetToTextureCenterInScreenUvs = offsetToTextureCenter * textureToScreenRatio; | |
vec2 newScreenUvs = SCREEN_UV + offsetToTextureCenterInScreenUvs * captureMagnitude; | |
newScreenUvs.x = clamp(newScreenUvs.x, 0.0, 1.0); | |
newScreenUvs.y = clamp(newScreenUvs.y, 0.0, 1.0); | |
vec4 offsetScreenRead = textureLod(SCREEN_TEXTURE, (newScreenUvs - refraction.rg/refractionMagnitude), 0.0); | |
if (textureRead.a > .04) { | |
COLOR = offsetScreenRead; | |
} | |
else { | |
COLOR = textureRead; | |
} | |
} |
Inverting SCREEN_UV
(general)
If you wish to invert the screen and don't change the screen capture amount, this can be accomplished with
vec2 invertedScreenUv = SCREEN_UV;
invertedScreenUv.y = 1.0 - invertedScreenUv.y;
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Notes
Values of
captureMagnitude
0.0
will be no extra capture space>0.0
to< 2.0
will be in non inverted image2.0
will be an inverted image and grow from here in how much screen it grabs.captureMagnitude = 0.0
captureMagnitude = 1.0
captureMagnitude = 2.0
captureMagnitude = 3.0
captureMagnitude = 5.0
We're really seeing a lot more of the screen in the "refraction"
