Shader code
shader_type canvas_item;
uniform vec3 color : source_color = vec3(0.38,0.57,1.0);
uniform float zoom = 10.0;
/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
/* calculate i1 and i2 */
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
/* 2. find four surflets and store them in d */
vec4 w, d;
/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);
/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;
/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0));
}
float noise(vec3 m) {
return 0.5333333*simplex3d(m)
+0.2666667*simplex3d(2.0*m)
+0.1333333*simplex3d(4.0*m)
+0.0666667*simplex3d(8.0*m);
}
float lightning(vec2 _st,float _zoom,float intensity){
_st.y *= _zoom;
_st = fract(_st);
_st = _st * 2. -1.;
float t = clamp((_st.x * -_st.x * 0.16) + 0.15, 0., 1.);
float y = abs(intensity * -t + _st.y);
float g = pow(y, 0.2);
return g;
}
void fragment()
{
vec2 p = UV/(1.0 / TEXTURE_PIXEL_SIZE).x;
vec3 p3 = vec3(p, TIME*0.4);
float intensity = noise(vec3(p3 * 12.0 + 12.0));
float row = lightning(UV,zoom,intensity);
float col = lightning(UV.yx,zoom,intensity);
COLOR.rgb = color * (2.0 - row - col);
}
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eletric
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