2024-12-23 01:31:10 +00:00
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shader_type canvas_item;
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2025-01-26 13:11:38 +00:00
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uniform sampler2D noise: repeat_enable;
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//uniform vec4 base_color : source_color;
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2025-01-03 13:29:22 +00:00
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//uniform float location_fade;
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2024-12-23 01:31:10 +00:00
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void fragment() {
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2025-01-03 13:29:22 +00:00
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//vec3 fog_color_1 = texture(TEXTURE, vec2(UV.x * 0.5 + TIME * 0.006, UV.y * 0.25 - TIME * 0.01)).rgb;
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//vec3 fog_color_2 = texture(TEXTURE, vec2(UV.x * 0.5 + 0.5 + TIME * 0.010, UV.y * 0.25 + 0.5 - TIME / 160.0)).rgb;
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//vec3 fog_color_3 = texture(TEXTURE, vec2(UV.x * 0.5 + 0.25 + TIME * 0.024, UV.y * 0.25 - 0.25 - TIME / 160.0)).rgb;
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//vec3 fog_color = mix(fog_color_3, mix(fog_color_1, fog_color_2, 0.5), 0.7);
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2025-01-26 13:11:38 +00:00
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float fog_alpha_1 = texture(noise, vec2(UV.x / 2.0 + TIME /100.0, UV.y / 4.0 - TIME / 100.0)).r;
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float fog_alpha_2 = texture(noise, vec2(UV.x / 2.0 + 0.5 + TIME /50.0, UV.y / 4.0 + 0.5 - TIME / 160.0)).r;
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float fog_alpha_3 = texture(noise, vec2(UV.x / 2.0 + 0.25 + TIME /25.0, UV.y / 4.0 - 0.25 - TIME / 160.0)).r;
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float fog_alpha = mix(fog_alpha_3, mix(fog_alpha_1, fog_alpha_2, 0.5), 0.7);
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COLOR.a *= fog_alpha * 1.5;
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//COLOR.rgb = base_color.rgb;
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//COLOR.rgb = fog_color * base_color.rgb;
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2024-12-23 01:31:10 +00:00
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//COLOR.rgb *= location_fade;
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2025-01-03 13:29:22 +00:00
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}
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