Export script with path

This commit is contained in:
Marco 2025-03-05 16:22:57 +01:00
commit ed6e659d23
5 changed files with 14 additions and 12 deletions

View file

@ -10,18 +10,18 @@ uniform bool use_texture_alpha = false;
group_uniforms ScanLines;
/** Color to use for the scanning lines. */
uniform vec4 line_color : source_color = vec4(0.0, 1.0, 0.0, 1.0);
/** Scanning lines thickness. */
/** Scanning lines thickness. */
uniform float line_thickness : hint_range(0.0, 1.0) = 0.01;
group_uniforms ScanLinesMovement;
/** Scan lines speed. */
uniform float speed : hint_range(0.0, 20.0) = 1.0;
/** Restrict scan lines in X and Y to the bounds specified by their vectors.
Texture goes from 0.0 to 1.0, so the default value does not restrict. */
uniform vec2 x_line_bounds = vec2(0.0, 1.0);
uniform vec2 x_line_bounds = vec2(0.0, 1.0);
uniform vec2 y_line_bounds = vec2(0.0, 1.0);
float highlight(float point, float progress) {
return smoothstep(progress - line_thickness, progress, point) -
return smoothstep(progress - line_thickness, progress, point) -
smoothstep(progress, progress + line_thickness, point);
}
@ -60,7 +60,7 @@ void fragment() {
// will serve as a nice interpolation variable. This will always be from
// 0.0 to 1.0.
float fract_time = fract(time);
// Generate a random point between vec2(lower_bound) and vec2(upper_bound). This
// will be the start vector from where the scan lines should start.
vec2 rand_vector = vec2(
@ -76,7 +76,7 @@ void fragment() {
// Generate the actual point to draw now. This is a simple interpolation between
// the start vector and the end vector.
vec2 moving_point = mix(rand_vector, next_rand_vector, fract_time);
// Get the color multiplier, this will tell us if we need to draw a line or not.
// Get the color multiplier, this will tell us if we need to draw a line or not.
float color_mult = point_to_color(UV, moving_point);
// Get the sprite's texture, mapped to its UV.
vec4 texture_color = texture(TEXTURE, UV);