Voronoi Effect Overlay

A simple voronoi effect originally found on ShaderToy (Digital Brain (shadertoy.com)

Rewritten to Godot v3.x by ChatGPT

 
Shader code
shader_type canvas_item;

uniform float draw_speed: hint_range(0.0, 1.0) = 0.5;
uniform sampler2D texture_channel0;

// Rotate function
vec2 rotate(vec2 p, float a) {
    return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
}

// 1D random numbers
float rand(float n) {
    return fract(sin(n) * 43758.5453123);
}

// 2D random numbers
vec2 rand2( in vec2 p) {
    return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
}

// 1D noise
float noise1(float p) {
    float fl = floor(p);
    float fc = fract(p);
    return mix(rand(fl), rand(fl + 1.0), fc);
}

// Voronoi distance noise
float voronoi( in vec2 x) {
    vec2 p = floor(x);
    vec2 f = fract(x);

    vec2 res = vec2(8.0);
    for (int j = -1; j <= 1; j++) {
        for (int i = -1; i <= 1; i++) {
            vec2 b = vec2(float(i), float(j)); // Casting integers to float
            vec2 r = vec2(b) - f + rand2(p + b);

            float d = max(abs(r.x), abs(r.y));

            if (d < res.x) {
                res.y = res.x;
                res.x = d;
            } else if (d < res.y) {
                res.y = d;
            }
        }
    }
    return res.y - res.x;
}

void fragment() {
    float time = TIME * draw_speed;
    float flicker = noise1(time * 2.0) * 0.8 + 0.4;
    vec2 image_resolution = vec2(textureSize(TEXTURE, 0)); // Cast to vec2
    vec2 uv = FRAGCOORD.xy / image_resolution;
    uv.y = 1.0 - uv.y; // Flip the y-coordinate
    uv = (uv - 0.5) * 2.0;
    vec2 suv = uv;
    uv.x *= image_resolution.x / image_resolution.y;

    float v = 0.0;

    // that looks highly interesting:
    //v = 1.0 - length(uv) * 1.3;


    // a bit of camera movement
    uv *= 0.6 + sin(time * 0.1) * 0.4;
    uv = rotate(uv, sin(time * 0.3) * 1.0);
    uv += time * 0.4;


    // add some noise octaves
    float a = 0.6, f = 1.0;

    for (int i = 0; i < 3; i++) // 4 octaves also look nice, its getting a bit slow though
    {
        float v1 = voronoi(uv * f + 5.0);
        float v2 = 0.0;

        // make the moving electrons-effect for higher octaves
        if (i > 0) {
            // of course everything based on voronoi
            v2 = voronoi(uv * f * 0.5 + 50.0 + time);

            float va = 0.0, vb = 0.0;
            va = 1.0 - smoothstep(0.0, 0.1, v1);
            vb = 1.0 - smoothstep(0.0, 0.08, v2);
            v += a * pow(va * (0.5 + vb), 2.0);
        }

        // make sharp edges
        v1 = 1.0 - smoothstep(0.0, 0.3, v1);

        // noise is used as intensity map
        v2 = a * (noise1(v1 * 5.5 + 0.1));

        // octave 0's intensity changes a bit
        if (i == 0)
            v += v2 * flicker;
        else
            v += v2;

        f *= 3.0;
        a *= 0.7;
    }

    // slight vignetting
    v *= exp(-0.6 * length(suv)) * 1.2;

    // use texture channel0 for color? why not.
    // color calculation (adjust as needed)
    vec3 cexp = texture(texture_channel0, uv * 0.001).xyz * 3.0 + texture(texture_channel0, uv * 0.01).xyz;
    cexp *= 1.4;
    // Sample the original sprite's texture
    vec4 sprite_color = texture(TEXTURE, vec2(FRAGCOORD.x / image_resolution.x, 1.0 - FRAGCOORD.y / image_resolution.y));

    // Determine the intensity of the Voronoi pattern (v is calculated earlier in the code)
    float intensity = clamp(v, 0.0, 1.0); // Adjust intensity as needed

    // Blend the Voronoi pattern with the original sprite's texture
    vec3 col = vec3(pow(v, cexp.x), pow(v, cexp.y), pow(v, cexp.z)) * 2.0;
    vec4 voronoi_color = vec4(col, intensity);

    // Use the alpha channel of voronoi_color to blend with the original sprite color
    COLOR = mix(sprite_color, voronoi_color, voronoi_color.a - 0.30);
}
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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TheYellowArchitect
10 months ago

It is bugged. The lower-part of the canvasItem is always black, so basically 50% of it doesn’t work. Anyone can translate it by hand instead of relying on AI? The source is pretty good.