DOOM-like Melting Screen
Simple shader that tries to mimic the DOOM Melting Screen effect!
Shader code
/*
DOOM Melting Screen-like shader!
*/
shader_type canvas_item;
uniform uint subdivisions = 2; // How many subdivisions
uniform float movement: hint_range(0.0, 1.0, 0.01); // Control for animation
// Random and noise code from godotshaders.com
vec2 random(vec2 uv){
uv = vec2( dot(uv, vec2(127.1,311.7) ),
dot(uv, vec2(269.5,183.3) ) );
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
}
float noise(vec2 uv) {
vec2 uv_index = floor(uv);
vec2 uv_fract = fract(uv);
return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), uv_fract.x),
mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), uv_fract.x), uv_fract.y) + 0.5;
}
void fragment() {
// Get how much to offset based on noise
float offset = max(noise(vec2(UV.x / (TEXTURE_PIXEL_SIZE.x * float(uint(textureSize(TEXTURE, 0).x) / subdivisions)), 1.0)), 0.0);
// Offset column
float col = UV.y - (movement + offset) * movement;
COLOR = vec4(texture(TEXTURE, vec2(UV.x, col)).rgb, step(0.0, col));
}