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- [gd_resource type="ShaderMaterial" load_steps=2 format=2]
- [sub_resource type="Shader" id=63]
- code = "// HSV to RBG from https://www.rapidtables.com/convert/color/hsv-to-rgb.html
- // Rotation matrix from https://en.wikipedia.org/wiki/Rotation_matrix
- shader_type canvas_item;
- const float PI = 3.1415926535;
- uniform float strength: hint_range(0., 1.) = 0.5;
- uniform float speed: hint_range(0., 10.) = 0.5;
- uniform float angle: hint_range(0., 360.) = 0.;
- void fragment() {
- float hue = UV.x * cos(radians(angle)) - UV.y * sin(radians(angle));
- hue = fract(hue + fract(TIME * speed));
- float x = 1. - abs(mod(hue / (1./ 6.), 2.) - 1.);
- vec3 rainbow;
- if(hue < 1./6.){
- rainbow = vec3(1., x, 0.);
- } else if (hue < 1./3.) {
- rainbow = vec3(x, 1., 0);
- } else if (hue < 0.5) {
- rainbow = vec3(0, 1., x);
- } else if (hue < 2./3.) {
- rainbow = vec3(0., x, 1.);
- } else if (hue < 5./6.) {
- rainbow = vec3(x, 0., 1.);
- } else {
- rainbow = vec3(1., 0., x);
- }
- vec4 color = texture(TEXTURE, UV);
- COLOR = mix(color, vec4(rainbow, color.a), strength);
- }"
- [resource]
- shader = SubResource( 63 )
- shader_param/strength = 0.5
- shader_param/speed = 0.5
- shader_param/angle = 0.0
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