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author | metamuffin <metamuffin@disroot.org> | 2025-09-04 23:47:24 +0200 |
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committer | metamuffin <metamuffin@disroot.org> | 2025-09-05 23:07:07 +0200 |
commit | 81deaf81c800900e30046cb927be1c9d91ae61b8 (patch) | |
tree | 20ce9898465e8d4c49eeff12a9ea55572517ea7b /client/gui/resources/shaders/blur_mix.gdshader | |
parent | fd80142282fcef628466a18e3ea62f0d1372d807 (diff) | |
download | hurrycurry-81deaf81c800900e30046cb927be1c9d91ae61b8.tar hurrycurry-81deaf81c800900e30046cb927be1c9d91ae61b8.tar.bz2 hurrycurry-81deaf81c800900e30046cb927be1c9d91ae61b8.tar.zst |
reorganize client gui files
Diffstat (limited to 'client/gui/resources/shaders/blur_mix.gdshader')
-rw-r--r-- | client/gui/resources/shaders/blur_mix.gdshader | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/client/gui/resources/shaders/blur_mix.gdshader b/client/gui/resources/shaders/blur_mix.gdshader new file mode 100644 index 00000000..97686a54 --- /dev/null +++ b/client/gui/resources/shaders/blur_mix.gdshader @@ -0,0 +1,34 @@ +/* + Hurry Curry! - a game about cooking + Copyright (C) 2025 Hurry Curry! Contributors + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU Affero General Public License as published by + the Free Software Foundation, version 3 of the License only. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU Affero General Public License for more details. + + You should have received a copy of the GNU Affero General Public License + along with this program. If not, see <https://www.gnu.org/licenses/>. + +*/ +shader_type canvas_item; + +uniform float blur_amount : hint_range(-2.0, 10.0); +uniform float mix_amount : hint_range(0.0, 1.0); +uniform float mix_amount_no_blur : hint_range(0.0, 1.0); +uniform vec4 color_over: source_color; +uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; +uniform bool enable_blur; + +void fragment() { + if (enable_blur) { + vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); + COLOR = mix(blurred, color_over, mix_amount); + } else { + COLOR = mix(texture(SCREEN_TEXTURE, SCREEN_UV), color_over, mix_amount_no_blur); + } +}
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