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

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shader_type spatial;
#include "uid://cy7b01or0ckgk" // Rhythm Helper
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
float phase = get_beat_phase();
ALPHA = (1.0 - phase) * (UV.y > phase ? 1.0 : 0.0) * (-UV.x < -get_song_time_ratio() ? 1.0 : 0.0);
ALBEDO.gb = vec2(distance(phase + 0.5, 0.5));
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}