21 lines
626 B
Plaintext
21 lines
626 B
Plaintext
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shader_type canvas_item;
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uniform int levels = 3;
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uniform float spread = 0.01;
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uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
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void fragment(){
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vec3 sum;
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COLOR.rgb = vec3(0);
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//vec2 offset = (UV - vec2(0.5))*vec2(1,-1);
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vec2 offset = vec2(0.01, 0.01);
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for(int i = 0; i < levels; i++){
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float t = 2.0*float(i)/float(levels-1); // range 0.0->2.0
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vec3 slice = vec3(1.0-t, 1.0 - abs(t - 1.0), t - 1.0);
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slice = max(slice, 0.0);
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sum += slice;
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vec2 slice_offset = (t-1.0)*spread*offset;
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COLOR.rgb += slice * texture(SCREEN_TEXTURE, SCREEN_UV + slice_offset).rgb;
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}
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COLOR.rgb /= sum;
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}
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