Dilate screen effect

Dilate screen effect. 

How to use:
– Create a CanvasLayer and put a ColorRect inside
– Create a ShaderMaterial and use this shader
– Assign that material to the ColorRect

Attached screenshots show the effect on/off

Shader code
shader_type canvas_item;

#define USE_CIRCLE_SHAPE 1

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, repeat_disable, filter_nearest;

uniform float radius : hint_range(1, 10, 1) = 5;

void fragment() {

	// sample radius*radius values and find max light value
	float max_light = 0.0;
	vec4 max_color = vec4(0.0, 0.0, 0.0, 1.0);
	vec2 center = vec2(0, 0);
	for (float i = -radius; i <= radius; i++) {
		for (float j = -radius; j <= radius; j++) {
			vec2 sample_uv = vec2(i, j);

#if USE_CIRCLE_SHAPE
			// be sure its a circle
			if (distance(sample_uv, center) > radius) { 
				continue;
			}
#endif

			// sample
			vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV + sample_uv * SCREEN_PIXEL_SIZE);

			// convert to grayscale
			float gray = (color.r * 0.299) + (color.g * 0.587) + (color.b * 0.114);

			// max value?
			if (gray > max_light) {
				max_light = gray;
				max_color = color;
			}
		}
	}

	// set max light color as current one
	COLOR = max_color;
}
Tags
pospo
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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