dp-konzultace/addons/simple-portal-system/shaders/spiraling_portal.gdshader
2025-02-10 23:34:26 +01:00

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/*
Asset: Godot Simple Portal System
File: spiraling_portal.gdshader
Description: Shader used by the simple portal system.
Repository: https://github.com/Donitzo/godot-simple-portal-system
License: CC0 License
*/
shader_type spatial;
render_mode unshaded;
uniform float fade_out_distance_max = 10.0;
uniform float fade_out_distance_min = 8.0;
uniform vec4 fade_out_color = vec4(0.0);
uniform sampler2D albedo:hint_default_black, source_color;
varying float pixel_distance;
void vertex() {
// Calculate the world-space distance between the pixel and camera.
// Pass the distance to the fragment shader using a varying attribute.
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 camera_position = (INV_VIEW_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
pixel_distance = distance(world_position, camera_position);
}
void fragment() {
// The portal color is simply the screen-space color of the exit camera render target.
// This is because the exit camera views the exit portal from the perspective of the player watching
// the entrance portal, meaning the exit portal will occupy the same screen-space as the entrance portal.
vec3 portal_color = texture(albedo, SCREEN_UV).rgb;
// Fade-out color
float t = smoothstep(fade_out_distance_min, fade_out_distance_max, pixel_distance);
ALBEDO = mix(portal_color, fade_out_color.rgb, t);
// Spiraling portal edge
float radius = length(UV - 0.5);
float angle = atan(UV.y - 0.5, UV.x - 0.5);
float wavy_radius = radius - (sin((angle - TIME * 0.25) * 4.0) * sin((angle + TIME) * 16.0) - 0.4) * 0.02;
ALPHA = smoothstep(0.5, 0.46, wavy_radius);
ALBEDO = mix(vec3(smoothstep(0.5, 0.0, ALPHA) * 2.0), ALBEDO, ALPHA);
}