started on alternate GOG room

This commit is contained in:
Pal
2025-09-13 22:31:29 -07:00
parent a4d475c07b
commit 32ecc3752a
33 changed files with 1614 additions and 0 deletions

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shader_type spatial;
render_mode unshaded, depth_draw_always; // NO LIGHTING!, "depth_draw_always" to 'fix' Z-ordering
uniform bool warp_ScreenSpace = false;
uniform sampler2D texture_albedo : source_color, filter_nearest;
void fragment() {
vec2 uv = vec2(0.0);
if(warp_ScreenSpace){
uv = SCREEN_UV;
}else{
uv = UV;
}
// TODO: ADD NOISE SAMPLER INSTEAD OF USING TRIG?
// TWEAK THE COEFFS AND/OR EQUATION FOR A DIFFERENT WARP PATTERN
uv.x += sin(uv.y * 2.54 * PI + TIME) * cos(uv.y * 2.31 * PI + TIME) * 2.1;
uv.y += cos(uv.x * 3.74 * PI + TIME) * -sin(uv.y * 3.64 * PI + TIME) * 1.1;
vec4 color = texture(texture_albedo, uv * 1.0);
ALBEDO = color.xyz;
ALPHA = color.a;
}

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uid://diblrwarabp25

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shader_type spatial;
uniform vec4 hologram_color = vec4(0.0, 0.6, 1.0, 1.0);
uniform float transparency : hint_range(0.0, 1.0) = 0.6;
uniform float glitch_strength : hint_range(0.0, 1.0) = 0.3;
uniform float glow_intensity : hint_range(0.0, 1.0) = 0.4;
uniform float time_factor : hint_range(0.0, 10.0) = 1.0;
uniform sampler2D texture_sampler;
uniform float noise_amount : hint_range(0.0, 1.0) = 0.05;
uniform float vertical_shift_speed : hint_range(-1.0, 1.0) = 0.1;
float random_noise(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453);
}
void fragment() {
vec2 uv = FRAGCOORD.xy / VIEWPORT_SIZE.xy;
uv.y += TIME * vertical_shift_speed;
float noise = random_noise(uv + TIME * 0.1);
uv.x += noise * glitch_strength * 0.05;
float glitch = sin(uv.x * 10.0 + TIME * time_factor) * glitch_strength;
uv.x += glitch * 0.05;
float glow = sin(TIME * 2.0) * glow_intensity;
vec4 color = texture(texture_sampler, uv);
color.rgb += glow * hologram_color.rgb * 0.5;
color.r += sin(TIME + uv.y * 3.0) * 0.1 * glitch_strength;
color.g += cos(TIME + uv.x * 2.0) * 0.1 * glitch_strength;
color.rgb *= hologram_color.rgb;
color.a *= transparency;
color.rgb += random_noise(uv) * noise_amount;
ALBEDO = color.rgb;
ALPHA = color.a;
}

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uid://c15ggsq72vcra