xiandie/asset/shader/frog.gdshader

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2024-12-23 01:31:10 +00:00
shader_type canvas_item;
uniform vec4 base_color : source_color;
//global uniform float location_fade;
void fragment() {
vec3 fog_color_1 = texture(TEXTURE, vec2(UV.x / 2.0 + TIME /100.0, UV.y / 4.0 - TIME / 100.0)).rgb;
vec3 fog_color_2 = texture(TEXTURE, vec2(UV.x / 2.0 + 0.5 + TIME /50.0, UV.y / 4.0 + 0.5 - TIME / 160.0)).rgb;
vec3 fog_color_3 = texture(TEXTURE, vec2(UV.x / 2.0 + 0.25 + TIME /25.0, UV.y / 4.0 - 0.25 - TIME / 160.0)).rgb;
vec3 fog_color = mix(fog_color_3, mix(fog_color_1, fog_color_2, 0.5), 0.7);
COLOR.a *= base_color.a * fog_color.r *1.5;
COLOR.rgb = fog_color * base_color.rgb;
//COLOR.rgb *= location_fade;
// Called for every pixel the material is visible on.
}
//void light() {
// Called for every pixel for every light affecting the CanvasItem.
// Uncomment to replace the default light processing function with this one.
//}