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Simplaudio/Main.gdshader
T
2024-09-09 23:10:02 +02:00

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