Applied a bit of noise to the ui background blur shader to fix color banding and make it prettier
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1 changed files with 10 additions and 1 deletions
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@ -2,7 +2,16 @@ shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_linear_mipmap_anisotropic;
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float rand(vec2 uv) {
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return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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void fragment() {
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COLOR.rgb = clamp(textureLod(SCREEN_TEXTURE, SCREEN_UV, 10.0).rgb, 0.05, 0.7);
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vec2 new_uv;
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new_uv.x = mix(SCREEN_UV.x, rand(UV), 0.2);
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new_uv.y = mix(SCREEN_UV.y, rand(UV), 0.2);
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new_uv.x = mix(new_uv.x, rand(UV), -0.2);
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new_uv.y = mix(new_uv.y, rand(UV), -0.2);
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COLOR.rgb = clamp(textureLod(SCREEN_TEXTURE, new_uv, 10.0).rgb, 0.05, 0.7);
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COLOR.a = 1.0;
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}
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