2024-04-21 19:25:57 +03:00
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shader_type spatial;
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2024-04-22 00:45:09 +03:00
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render_mode unshaded, cull_disabled;
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2024-04-21 19:25:57 +03:00
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uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform vec4 border_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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2024-04-21 19:25:57 +03:00
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uniform vec2 size = vec2(1.0, 1.0);
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2024-04-22 00:45:09 +03:00
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uniform float border_size: hint_range(0.0, 0.5) = 0.1;
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2024-04-21 19:25:57 +03:00
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uniform float border_fade_in: hint_range(0.0, 10.0) = 0.0;
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uniform float border_fade_out: hint_range(0.0, 10.0) = 0.0;
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uniform float corner_radius = 0.0;
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2024-04-22 00:45:09 +03:00
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uniform float grain_amount : hint_range(0.0, 1.0) = 0.05;
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2024-04-21 19:25:57 +03:00
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float rectangle(vec2 position) {
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vec2 component_wise_edge_distance = abs(position) - (vec2(0.5, 0.5) * size + corner_radius * (size - 1.0));
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float outsideDistance = length(max(component_wise_edge_distance, 0));
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float insideDistance = min(max(component_wise_edge_distance.x, component_wise_edge_distance.y), 0);
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return outsideDistance + insideDistance;
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}
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void fragment() {
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2024-04-22 00:45:09 +03:00
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ALBEDO = border_color.xyz;
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ALPHA = 0.0;
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2024-04-21 19:25:57 +03:00
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float border_scale = 1.0 + 2.0 * corner_radius;
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float d = rectangle((UV - 0.5) * size * border_scale);
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float border_width = (border_size + border_fade_in + border_fade_out) * border_scale;
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if (d >= corner_radius - border_width && d <= corner_radius) {
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float rel_d = (d - corner_radius + border_width) / border_width;
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2024-04-22 00:45:09 +03:00
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float alpha = min((rel_d / (border_fade_in * border_scale / border_width)), (1.0 - (rel_d)) / (border_fade_out * border_scale / border_width));
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if (d < corner_radius - (border_size + border_fade_out) * border_scale) {
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ALBEDO = mix(color, border_color, alpha).xyz;
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ALPHA = mix(color.w, border_color.w, alpha);
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} else {
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ALBEDO = border_color.xyz;
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ALPHA = mix(0.0, border_color.w, alpha);
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}
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} else if (d < corner_radius - border_width ) {
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ALBEDO = color.xyz;
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ALPHA = color.w;
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2024-04-21 19:25:57 +03:00
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}
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2024-04-22 00:45:09 +03:00
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float noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0;
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// Add noise to the original color
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ALBEDO += noise * grain_amount;
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2024-04-21 19:25:57 +03:00
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}
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