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shader_type spatial; | |
render_mode ensure_correct_normals; | |
//render_mode world_vertex_coords; | |
// Based in : https://godotshaders.com/shader/world-coordinates-grid-bw-shader/ | |
uniform vec4 lightColor : hint_color; | |
uniform vec4 darkColor : hint_color; | |
uniform vec4 borderColor : hint_color; |
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shader_type spatial; | |
render_mode unshaded, ambient_light_disabled, shadows_disabled; //, cull_disabled; | |
/* Inspired in ShaderToy: https://www.shadertoy.com/view/WlcSzN# | |
and GDQuest Force Field shader: https://github.com/GDQuest/godot-shaders */ | |
uniform sampler2D Texture; | |
uniform float DISTANCE : hint_range(0.0, 100.0) = 50.0; | |
uniform float STRENGTH : hint_range(0, 1) = 0.02; | |
uniform float SPEED : hint_range(0, 1) = 0.1; |
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shader_type canvas_item; | |
/* Shader converted to Godot from ShaderToy https://www.shadertoy.com/view/llK3RR */ | |
uniform float intensity = 1.0; | |
// Given a vec2 in [-1,+1], generate a texture coord in [0,+1] | |
vec2 barrelDistortion( vec2 p, vec2 amt ) { | |
p = 2.0 * p - 1.0; |
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shader_type canvas_item; | |
/* Shader converted to Godot from ShaderToy https://www.shadertoy.com/view/Xt23DD */ | |
uniform int kMaxIterations = 24; | |
uniform float STEPS = 16.0; | |
float Linear1(float c) { return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4); } |