shader_type spatial; render_mode cull_back; uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0); uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0); uniform vec4 color_3: source_color = vec4(0.1, 0.35, 0.4, 1.0); uniform highp float spin_rotation; uniform highp vec2 offset = vec2(0.0, 0.0); uniform highp float contrast = 2.0; uniform highp float spin_amount = 0.36; uniform highp float pixel_filter = 700.0; #define SPIN_EASE 1.0 uniform float convolution_factor = 0.05; uniform float roughness: hint_range(0.0, 1.0) = 0.15; uniform float specular_contribution = 0.2; // Used ONLY by the gunk, does not affect the gunk mask. uniform vec2 uv_scale = vec2(1.0); uniform float time_scale = 1.0; uniform float edge_bleed = 0.1; uniform sampler2D gunk_mask; float brightness(vec3 color) { return 0.2 * color.r + 0.7 * color.g + 0.1 * color.b; } // Balatro-esque effect vec4 effect(highp vec2 scaled_uv) { // Pixellate highp vec2 uv = floor(scaled_uv.xy * pixel_filter) / pixel_filter - 0.5 - offset; highp float uv_len = length(uv); // Adding in a center swirl, changes with time. Only applies meaningfully if `spin_amount` != 0 highp float speed = 0.2 * SPIN_EASE * spin_rotation + 302.2; highp float new_px_angle = atan(uv.y, uv.x) + speed - 20.0 * SPIN_EASE * uv_len; uv = uv_len * vec2(cos(new_px_angle), sin(new_px_angle)); // Now add the paint effect to the swirled uvec2 uv *= 30.0; speed = TIME * time_scale; highp vec2 uv2 = vec2(uv.x + uv.y); for(int i = 0; i < 5; i++) { uv2 += sin(max(uv.x, uv.y)) + uv; uv += 0.5 * vec2(cos(5.1123314 + 0.353 * uv2.y + 0.131121 * speed), sin(uv2.x - 0.113 * speed)); uv -= cos(uv.x + uv.y) - 1.0 * sin(0.711 * uv.x - uv.y); } // Adjust contrast & clamp on [0, 2] highp float contrast_mod = 0.25 * contrast + 0.5 * spin_amount + 1.2; highp float paint_res = clamp(0.035 * contrast_mod * length(uv), 0.0, 2.0); highp float c1p = max(0.0, 1.0 - contrast_mod * abs(1.0 - paint_res)); highp float c2p = max(0.0, 1.0 - contrast_mod * abs(paint_res)); highp float c3p = 1.0 - min(1.0, c1p + c2p); return 0.3 * color_1 / contrast + (color_1 * c1p + color_2 * c2p + vec4(c3p * color_3.rgb, c3p * color_1.a)) * (1.0 - 0.3 / contrast); } float hardstep(float value) { float x = clamp(value, 0.0, 1.0); return 0.5 * tanh( (20.0 * x - 10.0) * inversesqrt(x - x * x) ) + 0.5; } void fragment() { vec2 local_uv = UV * uv_scale; vec4 effect_color = effect(local_uv); float value = brightness(effect_color.rgb); float roughness_mix = value * roughness; ALBEDO = effect_color.rgb; ROUGHNESS = roughness_mix; SPECULAR = 0.5 * inversesqrt(specular_contribution); // Convolutional normal map float sample_step = convolution_factor / pixel_filter; float n = sqrt(brightness(effect(vec2(local_uv.x, local_uv.y - sample_step)).rgb)); float s = sqrt(brightness(effect(vec2(local_uv.x, local_uv.y + sample_step)).rgb)); float e = sqrt(brightness(effect(vec2(local_uv.x + sample_step, local_uv.y)).rgb)); float w = sqrt(brightness(effect(vec2(local_uv.x - sample_step, local_uv.y)).rgb)); float x = 0.5 * (w - e) + 0.5; float y = 0.5 * (s - n) + 0.5; NORMAL_MAP = vec3(x, y, clamp(1.0 - abs(x - 0.5) + abs(y - 0.5), 0.5, 1)); float mask = texture(gunk_mask, UV).r; // soften edges NORMAL_MAP *= smoothstep(1.0, 0.0, mask); /* // Hard edge if(mask + edge_bleed < 0.5) { ALPHA = 1.0; } else { ALPHA = 0.0; } */ // Hardish edge ALPHA = hardstep(1.0 - mask + edge_bleed); }