Randoloot/resources/effects/hermit_grounding.gdshader
2026-10-26 21:06:32 +01:00

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shader_type canvas_item;
uniform vec4 ground_tint : source_color = vec4(0.4,0.35,0.25,1.0);
varying vec4 vertex_tint;
void vertex() {
vertex_tint = COLOR;
}
void fragment() {
vec4 art = texture(TEXTURE,UV);
float light = dot(art.rgb,vec3(0.299,0.587,0.114));
vec3 color = mix(vec3(light),art.rgb,0.78)*0.9;
float footing = smoothstep(0.55,0.9,UV.y);
color = mix(color,ground_tint.rgb*(0.45+light),0.12+footing*0.16);
COLOR = vec4(color,art.a)*vertex_tint;
}