gimm350-VRClassProject-Godot/addons/godot-xr-tools/effects/vignette.gdshader

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shader_type spatial;
render_mode depth_test_disabled, skip_vertex_transform, unshaded, cull_disabled;
uniform vec4 color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float radius = 1.0;
uniform float fade = 0.05;
varying float dist;
void vertex() {
vec3 v = VERTEX;
dist = length(v);
// outer ring is 2.0, inner ring is 1.0, so this scales purely the inner ring
if (dist < 1.5) {
// Adjust by radius
dist = radius;
v *= dist;
// We don't know our eye center, projecting a center point in the distance gives us a good enough approximation
vec4 eye = PROJECTION_MATRIX * vec4(0.0, 0.0, 100.0, 1.0);
// and we offset our inner circle
v.xy += eye.xy / eye.z;
}
// looks like this is broken in Godot 4...
POSITION = vec4(v, 1.0);
}
void fragment() {
ALBEDO = color.rgb;
ALPHA = clamp((dist - radius) / fade, 0.0, 1.0);
}