MagicNStuff/game/assets/shaders/rhythm/beating_surface.gdshader

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shader_type spatial;
render_mode unshaded, shadows_disabled;
#include "uid://cy7b01or0ckgk" // Rhythm Helper
uniform sampler2D albedo;
uniform float flash_exponent = 3.0;
uniform float intensity_multiplier = 1.0;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
float phase = get_beat_phase();
vec4 tex = texture(albedo, UV);
float intensity = ease((1.0 - phase), flash_exponent) * intensity_multiplier;
ALBEDO = tex.rgb * intensity;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}