Randoloot/resources/effects/cave_blend.gdshader
2026-10-18 16:22:39 +02:00

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shader_type canvas_item;
uniform vec4 rock_tint : source_color;
uniform vec4 ground_tint : source_color;
void fragment() {
vec4 source = texture(TEXTURE,UV);
float brightness = dot(source.rgb,vec3(0.299,0.587,0.114));
float rim = smoothstep(0.28,0.49,length((UV-vec2(0.5))*vec2(1.0,0.85)));
vec3 rock = mix(source.rgb,rock_tint.rgb*(brightness+0.45),0.20);
rock = mix(rock,ground_tint.rgb*(brightness+0.5),rim*0.25);
float alpha = smoothstep(0.08,0.90,source.a);
COLOR = vec4(rock,alpha);
}