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Dog-Lynx-And-HCN/shaders/Bomb.gdshader
T

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shader_type canvas_item;
uniform float explosion_radius : hint_range(0.0, 1.0) = 0.0;
uniform float explosion_intensity : hint_range(0.0, 2.0) = 1.0;
uniform vec4 explosion_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);
uniform float time_scale = 1.0;
void fragment() {
// 计算当前像素到中心的距离
vec2 center = vec2(0.5, 0.5);
float dist = distance(UV, center);
// 使用TIME创建随时间变化的爆炸效果
float time = TIME * time_scale;
float explosion = smoothstep(explosion_radius, explosion_radius - 0.2, dist) * explosion_intensity;
// 添加一些噪声使爆炸看起来更自然
float noise = sin(dist * 20.0 - time * 5.0) * 0.1;
explosion += noise;
// 计算最终颜色,混合原始纹理和爆炸效果
vec4 original_color = texture(TEXTURE, UV);
vec4 final_color = mix(original_color, explosion_color, explosion);
// 添加一些发光效果
float glow = exp(-dist * 5.0) * explosion_intensity;
final_color.rgb += glow * explosion_color.rgb;
final_color.a;
// 输出最终颜色
COLOR = final_color;
}