21 lines
546 B
Plaintext
21 lines
546 B
Plaintext
shader_type canvas_item;
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uniform float intensity;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 as = texture(screen_texture,SCREEN_UV);
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vec4 a2s = texture(TEXTURE,UV);
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vec4 fart = a2s * (0.1 + as.brga);
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COLOR = fart * intensity;
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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