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fps_project_1/addons/dreadpon.spatial_gardener/shaders/sh_circle_brush.gdshader

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shader_type spatial;
render_mode blend_mix,cull_disabled,unshaded,depth_draw_opaque,depth_test_disabled;
// Base color + opacity
uniform vec4 albedo : source_color;
void fragment() {
ALBEDO = albedo.rgb;
if (length(UV - vec2(0.5)) > 0.5) {
discard;
}
// Fancy dithered alpha stuff
float opacity = albedo.a;
int x = int(FRAGCOORD.x) % 4;
int y = int(FRAGCOORD.y) % 4;
int index = x + y * 4;
float limit = 0.0;
if (x < 8) {
if (index == 0) limit = 0.0625;
if (index == 1) limit = 0.5625;
if (index == 2) limit = 0.1875;
if (index == 3) limit = 0.6875;
if (index == 4) limit = 0.8125;
if (index == 5) limit = 0.3125;
if (index == 6) limit = 0.9375;
if (index == 7) limit = 0.4375;
if (index == 8) limit = 0.25;
if (index == 9) limit = 0.75;
if (index == 10) limit = 0.125;
if (index == 11) limit = 0.625;
if (index == 12) limit = 1.0;
if (index == 13) limit = 0.5;
if (index == 14) limit = 0.875;
if (index == 15) limit = 0.375;
}
// Skip drawing a pixel below the opacity limit
if (opacity < limit)
discard;
}