52 lines
2.1 KiB
Plaintext
52 lines
2.1 KiB
Plaintext
/* motion1.gdshader
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This file is part of: SimpleGrassTextured
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Copyright (c) 2023 IcterusGames
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
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shader_type canvas_item;
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render_mode blend_mix;
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uniform float delta = 1.0;
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uniform sampler2D prev_depth : hint_default_black, repeat_disable, filter_nearest;
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uniform sampler2D cur_depth : hint_default_black, repeat_disable, filter_nearest;
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uniform sampler2D motion_frame : hint_default_transparent, repeat_disable, filter_nearest;
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global uniform vec3 sgt_player_mov = vec3(0.0);
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float get_value(sampler2D tex, vec2 uv) {
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vec4 color = textureLod(tex, uv, 0);
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float value = round(color.r * 65280.0) + round(color.g * 255.0);
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return value;
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}
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void fragment() {
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float value1 = get_value(cur_depth, UV);
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float value2 = get_value(prev_depth, UV - sgt_player_mov.xz) + ((1.0 - clamp(TIME, 0.0, 1.0)) * 65535.0);
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vec4 color_frame = texture(motion_frame, UV);
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value1 = min(value1, value2 + (40000.0 * delta)) * (1.0 - color_frame.a);
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value1 += 65535.0 * color_frame.a;
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COLOR.r = floor(value1 / 256.0) / 255.0;
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COLOR.g = floor(value1 - round(COLOR.r * 65280.0)) / 255.0;
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COLOR.b = 0.0;
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}
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