29 lines
878 B
Plaintext
29 lines
878 B
Plaintext
shader_type canvas_item;
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uniform sampler2D ColourTexture;
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uniform vec2 rect_global_position;
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uniform vec2 rect_size;
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void vertex() {
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}
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void fragment() {
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// float b = (COLOR.r + COLOR.g + COLOR.b) / 3.0;
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// COLOR.rgb = texture(ColourTexture, UV).rgb * vec3(b, b, b);
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if ((COLOR.r > 0.8) && (COLOR.g > 0.8) && (COLOR.b < 0.2) && (COLOR.a > 0.9)) {
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vec2 actual_uv = (SCREEN_UV - rect_global_position) * rect_size;
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COLOR.rgb = texture(ColourTexture, actual_uv).rgb;
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}
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// if (COLOR.rgba == vec4(1.0, 0.0, 1.0, 1.0)) {
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// if (COLOR.a > 0.9) {
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// COLOR.rgb = texture(ColourTexture, UV).rgb;
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// COLOR.rgb = vec3(UV.y * 8.0, UV.y * 6.0, 1.0 - (UV.y * 14.0));
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// COLOR.rgb = vec3(UV.x, UV.x, UV.x);
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// }
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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