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12 lines
432 B
Plaintext
12 lines
432 B
Plaintext
shader_type canvas_item;
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uniform vec4 color: source_color;
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uniform float laser_width: hint_range(0.01, 1.0) = 0;
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uniform float soft_edge: hint_range(0.0, 0.5) = 0.5;
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void fragment() {
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float dist = abs(UV.x - 0.5);
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float core = 1.0 - smoothstep(0.0, laser_width, dist);
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float edge = 1.0 - smoothstep(laser_width, laser_width + soft_edge, dist);
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float alpha = max(core, edge);
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COLOR = color;
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COLOR.a = alpha;
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} |