Glow

Ported from GLSL shaders by kiwipxl

To use

  • Add ColorRect to your Node2d or Control
  • Set Anchor preset to full rect and add
  • Set Material in Inspector to ShaderMaterial and load the Shader
Shader code
shader_type canvas_item;

uniform sampler2D t0 : hint_screen_texture;
uniform float glow_size = .5;
uniform vec3 glow_colour : source_color = vec3(0, 0, 0);
uniform float color_intensity :hint_range(0.0, 1.0, 0.01) = .5;
uniform float glow_intensity = .5;
uniform float glow_threshold = .5;

void fragment() {
    COLOR = texture(t0, SCREEN_UV);
    if (length(COLOR) >= glow_threshold) {
        ivec2 size = textureSize(t0, 0);
	
        float uv_x = SCREEN_UV.x * float(size.x);
        float uv_y = SCREEN_UV.y * float(size.y);

        vec4 sum = vec4(0.0);
        for (int n = 0; n < 9; ++n) {
            uv_y = (SCREEN_UV.y * float(size.y)) + (glow_size * (float(n) - 4.5));
            vec4 h_sum = vec4(0.0);
            h_sum += texelFetch(t0, ivec2(int(uv_x) -  int(4.0 * glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) -  int(3.0 * glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) -  int(2.0 * glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) - int(glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) + int(glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) + int(2.0 * glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) + int(3.0 * glow_size), int(uv_y)), 0).a;
            h_sum += texelFetch(t0, ivec2(int(uv_x) + int(4.0 * glow_size), int(uv_y)), 0).a;
            sum += h_sum / 9.0;
        }

    	COLOR = texture(t0, SCREEN_UV) + ((sum / 9.0) * glow_intensity);
	COLOR = mix(COLOR, vec4(glow_colour, 1.0), color_intensity);
    }
	
	
}
Tags
Bloom, glow, GLSL
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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knaxel
2 months ago

how do i dislike? all this does is change the color of the color rect theres no glowign your “how to” is wrong