From 9eabb6a5bf59d5847832071f7ccd8b1bda06e8a0 Mon Sep 17 00:00:00 2001 From: Eduardo Date: Mon, 25 Sep 2023 20:01:20 +0200 Subject: [PATCH] small refactor made to the shaders --- scenes/main_menu/MainMenu.tscn | 1 - .../default/backgrounds/home_screen_dots.gdshader | 13 ++++++------- 2 files changed, 6 insertions(+), 8 deletions(-) diff --git a/scenes/main_menu/MainMenu.tscn b/scenes/main_menu/MainMenu.tscn index 7bb0554..dc46917 100644 --- a/scenes/main_menu/MainMenu.tscn +++ b/scenes/main_menu/MainMenu.tscn @@ -10,7 +10,6 @@ [sub_resource type="ShaderMaterial" id="ShaderMaterial_v5r1v"] shader = ExtResource("6_xkkpt") shader_parameter/dots_color = Vector4(1, 0.86, 0.83, 1) -shader_parameter/bg_color = Vector4(1, 0.95, 0.91, 1) shader_parameter/radius = 0.09 shader_parameter/grid_size = 6.0 shader_parameter/speed = 0.1 diff --git a/themes/default/backgrounds/home_screen_dots.gdshader b/themes/default/backgrounds/home_screen_dots.gdshader index 578368d..97bb5e0 100644 --- a/themes/default/backgrounds/home_screen_dots.gdshader +++ b/themes/default/backgrounds/home_screen_dots.gdshader @@ -1,26 +1,25 @@ shader_type canvas_item; uniform vec4 dots_color = vec4(1, 0.86, 0.83, 1); -uniform vec4 bg_color = vec4(1, 0.95, 0.91, 1); uniform float radius: hint_range(0.0, 1.0, 0.01) = .07; uniform float grid_size: hint_range(1.0, 200.0, 1.00) = 7.; uniform float speed: hint_range(0.0, 1.0, 0.01) = .2; void fragment() { - vec2 uv = (FRAGCOORD.xy - (1.0 / SCREEN_PIXEL_SIZE).xy) / min((1.0 / SCREEN_PIXEL_SIZE).x,(1.0 / SCREEN_PIXEL_SIZE).y); - uv *= grid_size; + vec2 uv = (FRAGCOORD.xy - (1.0 / SCREEN_PIXEL_SIZE).xy) / min((1.0 / SCREEN_PIXEL_SIZE).x, (1.0 / SCREEN_PIXEL_SIZE).y); + uv *= grid_size; // movement uv.x -= TIME * speed; uv.y += TIME * speed; // Here is where the offset is happening - uv.x += step(1., mod(uv.y,2.0)) * .5; + uv.x += step(1.0, mod(uv.y, 2.0)) * .5; // circle vec2 fractal = fract(uv); - float c = length(.5 - fractal); - float min_dist = min(c, 1.); + float c = length(0.5 - fractal); + float min_dist = min(c, 1.0); // anti-aliased float d = length(uv); @@ -28,5 +27,5 @@ void fragment() { float circle = smoothstep(radius + wd, radius - wd, min_dist); // colors - COLOR = mix(bg_color, dots_color, circle); + COLOR = mix(COLOR, dots_color, circle); } \ No newline at end of file -- 2.30.2