Frosted Glass

A simple frosted glass effect with adjustable intensity and tint.

Shader code
shader_type canvas_item;

// mipmap is neaded for textureLod
uniform sampler2D screen_texture: hint_screen_texture, repeat_disable, filter_nearest_mipmap;
// works better as a normal with warping
uniform sampler2D warp_texture: repeat_enable;

uniform float intensity: hint_range(0.0, 0.3) = 0.01;
uniform vec4 tint_color: source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float tint_amount: hint_range(0.0, 1.0) = 0.4;

void fragment() {
    // get our normal warp
    vec2 warp = texture(warp_texture, UV).xy - 0.5;
    // sample based on warp and intensity and blur based on intensity
    vec4 screen = textureLod(screen_texture, UV + warp * intensity, intensity * 4.0);
    // tint our image
    screen = mix(screen, tint_color, tint_amount);
    // get a random-ish value for some speckle noise
    float noise = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453);
    // light diffusion for glass shape highlights
    float diff = max(dot(warp, normalize(vec2(1.0, 1.0))), 0.0);
    // apply diffusion based on intensity
    screen += diff * intensity;
    // apply speckle noise based on intensity
    screen += noise * intensity;
    // yarp
    COLOR = screen;
}
Tags
blur, glass, post
The shader code and all code snippets in this post are under MIT license and can be used freely. 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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