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slime-moldies/shaders/point_shader.gdshader
2025-08-03 21:40:35 +03:00

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shader_type canvas_item;
uniform sampler2D point_texture;
uniform sampler2D trail_texture;
uniform ivec2 point_texture_size;
uniform ivec2 canvas_size;
uniform float point_speed;
// Snippets of code drawn from https://gist.github.com/Bleuje/1e497df4505ca24c39ab3930a95700b3
float gn(in vec2 coordinate, in float seed){
return fract(tan(distance(coordinate*(seed+0.118446744073709551614), vec2(0.118446744073709551614, 0.314159265358979323846264)))*0.141421356237309504880169);
}
float trail_at_pos(vec2 uv) {
return texture(trail_texture, uv).r;
}
void vertex() {
int id = VERTEX_ID;
int x = id % point_texture_size.x;
int y = id / point_texture_size.x;
// This feels dumb
vec2 uv = vec2(float(x), float(y));
vec4 point_data = texture(point_texture, uv);
vec2 pos = point_data.xy;
pos += vec2(5000.0, 5000.0);
float angle = point_data.z;
VERTEX = pos/vec2(canvas_size);
//COLOR = vec4(pos, angle, point_data.z)
COLOR=vec4(1, 1, 1, 1);
}
void fragment() {
}