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- shader_type canvas_item;
- render_mode blend_mix;
- uniform sampler2D iChannel0;
- void vertex() {
-
- }
- vec4 mi(vec2 uv)
- {
- const float bands = 30.0;
- const float segs = 40.0;
- vec2 p;
- p.x = floor(uv.x*bands)/bands;
- p.y = floor(uv.y*segs)/segs;
- float fft = texture( iChannel0, vec2(p.x,0.0) ).x;
- vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));
- float mask = (p.y < fft) ? 1.0 : 0.1;
- vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;
- float led = (1.-smoothstep(0.35, 0.5, abs(d.x))) *
- (1.-smoothstep(0.35, 0.5, abs(d.y)));
- vec3 ledColor = led*color*mask;
- return vec4(ledColor, clamp(dot(ledColor*10.,vec3(1.)),0.,3.)/3.);
- }
- void fragment() {
-
- vec2 tuv=UV;
- vec4 col=mi(tuv);
-
- COLOR = vec4(col.rgb,col.a);
- }
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