shader_type canvas_item; #include "res://shaders/tools.gdshaderinc" const vec2 center = vec2(0.125, 0.125); const float sharpness = 300.0; uniform float rotation = 0.0; uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0); uniform float width = 1.0; uniform float speed = 1.0; uniform bool disabled = false; uniform vec2 scale = vec2(1.0, 1.0); void vertex() { rotate_vec2(UV, rotation, center); } void fragment() { COLOR = color; if (disabled) { float ds = 1.0 / sharpness; float tx = float(int(TIME * 1000.0 * speed) % 10000) / 1000.0 * center.x + center.x; COLOR.a = 0.0; vec2 uv = UV; rotate_vec2(uv, -rotation, center); float v3 = smoothstep(0.0, 1.0, (uv.x - center.x / 2.0 / scale.x) * sharpness); float v4 = smoothstep(0.0, 1.0, (uv.y - center.y / 2.0 / scale.y) * sharpness); float v5 = smoothstep(0.0, 1.0, (center.x * 2.0 - center.x / 2.0 / scale.x - uv.x) * sharpness); float v6 = smoothstep(0.0, 1.0, (center.y * 2.0 - center.y / 2.0 / scale.y - uv.y) * sharpness); for (float x = -2.0; x < 2.0; x += 0.03) { float v0 = smoothstep(0.0, 1.0, (tx - UV.x + x) * sharpness + width); float v1 = smoothstep(0.0, 1.0, (UV.x - tx - x) * sharpness + width); float v2 = smooth_px(length(UV.x - center.x), center.x * 2.0 - ds, ds); COLOR.a += v0 * v1 * v2 * v3 * v4 * v5 * v6; } COLOR.a *= color.a; } }