shader_type canvas_item; render_mode unshaded; uniform sampler2D selection : filter_nearest; group_uniforms gradient_textures; // The gradient texture itself, with interpolation. uniform sampler2D gradient_texture : filter_nearest; // A Nx1 image, where N is the amount of the different colors of gradient_texture, // without interpolating between them. Used in dithering. uniform sampler2D gradient_texture_no_interpolation : filter_nearest; // A Nx1 grayscale image, where N is the amount of the different colors of gradient_texture, // where each pixel contains the offset, ranging from 0-1 of each color. Used in dithering. uniform sampler2D gradient_offset_texture : filter_nearest; group_uniforms gradient_options; // uniform_data shape type:: OptionButton [Linear||Radial] uniform int shape = 0; // uniform_data repeat type:: OptionButton [None||Repeat||Mirrored||Truncate] uniform int repeat = 0; uniform bool use_dithering = false; uniform sampler2D dither_texture : filter_nearest, repeat_enable; uniform float position : hint_range(-0.5, 0.5) = 0.0; uniform float size : hint_range(0.01, 2.0) = 1.0; uniform float angle : hint_range(0.0, 360.0) = 0.0; uniform vec2 center = vec2(0.5); uniform vec2 radius = vec2(1.0); float modify_uv(vec2 uv) { float modified_uv; if (shape == 0) { // Linear vec2 uv_offsetted = uv - 0.5; float angle_cos = cos(radians(angle)); float angle_sin = sin(radians(angle)); modified_uv = uv_offsetted.x * angle_cos - uv_offsetted.y * angle_sin; modified_uv /= abs(angle_cos) + abs(angle_sin); modified_uv /= size; float pivot = position / size; modified_uv -= pivot - 0.5; } else { // Radial vec2 uv_offsetted = uv * 2.0 - 1.0; uv_offsetted -= (center * 2.0) - vec2(1.0); uv_offsetted /= radius; modified_uv = length(uv_offsetted); } return modified_uv; } float mirror_fract(float uv) { int sign_uv = (int(sign(uv)) - 1) / 2; // returns -1 for negative sign and 0 for positive if (int((uv)) % 2 == sign_uv) uv = fract(uv); else uv = fract(1.0 - uv); return uv; } // Logic taken from https://godotshaders.com/shader/dither-gradient-shader/ float dither(vec2 uv, float modified_uv, ivec2 image_size) { float uv_lower = floor(modified_uv); float uv_upper = floor(modified_uv) + 1.0; ivec2 pixel_size = textureSize(dither_texture, 0); float threshold = texture(dither_texture, uv * vec2(image_size / pixel_size.x)).r; float ramp_val = modified_uv < threshold ? 0.0 : 1.0; // sample at the lower bound colour if ramp_val is 0.0, upper bound color if 1.0 float col_sample = mix(uv_lower, uv_upper, ramp_val); return col_sample; } void fragment() { vec4 original_color = texture(TEXTURE, UV); vec4 selection_color = texture(selection, UV); vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); float modified_uv = modify_uv(uv); if (repeat == 1) modified_uv = fract(modified_uv); else if (repeat == 2) modified_uv = mirror_fract(modified_uv); vec4 output; if (use_dithering) { int n_of_colors = textureSize(gradient_offset_texture, 0).x; float colors_minus = float(n_of_colors - 1); for (int i = 1; i <= n_of_colors; i++) { float off = texture(gradient_offset_texture, vec2(float(i) / colors_minus)).r; float off_prev = texture(gradient_offset_texture, vec2(float(i - 1) / colors_minus)).r; vec4 first = texture(gradient_texture_no_interpolation, vec2(float((i - 1)) / colors_minus)); vec4 second = texture(gradient_texture_no_interpolation, vec2(float(i) / colors_minus)); if (modified_uv < off_prev) { if (i == 1) { output = first; } continue; } if (modified_uv >= off) { if (i == n_of_colors) { output = second; } continue; } float uvt = (modified_uv - off_prev) / (off - off_prev); float col_sample = dither(UV, uvt, textureSize(TEXTURE, 0)); output = mix(first, second, col_sample); } } else output = texture(gradient_texture, vec2(modified_uv)); if (repeat == 3) output.a = min(step(modified_uv, 1.0) * step(0.0, modified_uv), output.a); output = mix(original_color, output, output.a); COLOR = mix(original_color, output, selection_color.a); }