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https://gitlab.com/MaddoScientisto/cirnogodot.git
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34 lines
1.3 KiB
Text
34 lines
1.3 KiB
Text
shader_type spatial;
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render_mode unshaded, depth_draw_opaque, cull_back;
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uniform sampler2D albedo_tex : source_color, filter_nearest, repeat_enable, hint_default_white;
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uniform sampler2D noise_tex : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 acid_color : source_color = vec4(0.2, 0.85, 0.1, 1.0);
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uniform float distortion_strength = 0.04;
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uniform float emission_energy = 0.4;
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// How fast the goo undulates — lower = lazier/thicker
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uniform float speed = 0.4;
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void fragment() {
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vec2 uv = UV;
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float t = TIME * speed;
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// Two noise layers scrolling in opposite diagonal directions.
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// They fight each other so there's no net flow, just churning.
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vec2 noise_uv_a = uv * 0.5 + vec2( t * 0.6, t * 0.4);
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vec2 noise_uv_b = uv * 0.5 + vec2(-t * 0.5, -t * 0.7);
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float noise_a = texture(noise_tex, noise_uv_a).r;
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float noise_b = texture(noise_tex, noise_uv_b).r;
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vec2 distortion = vec2(noise_a - 0.5, noise_b - 0.5) * distortion_strength;
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vec4 tex_color = texture(albedo_tex, uv + distortion);
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vec3 final_color = tex_color.rgb * acid_color.rgb;
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// Slow breathing glow from a third noise layer
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float breathe = texture(noise_tex, uv * 0.3 + vec2(t * 0.3, t * 0.2)).r;
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final_color += final_color * emission_energy * (0.6 + 0.4 * breathe);
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ALBEDO = final_color;
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}
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