Create and apply image filters using Godot's GLSL dialect.
build-template | ||
dist | ||
examples | ||
scenes | ||
shaderlib | ||
src | ||
.gitattributes | ||
.gitignore | ||
export_presets.cfg | ||
icon.png | ||
icon.png.import | ||
LICENSE | ||
project.godot | ||
README.md | ||
screenshot.png |
Fragmented
Create image filters by writing shaders.
Supported Platforms
- Linux
You can find the latest releases here.
Usage
The repo includes examples. You can use them as a starting-point to write your own filters.
Just load an image using //!load
, edit the shader code and hit F5
to see the changes.
Load TEXTURE using the //!load
directive
//!load <filepath>
The image file will be read and available as the TEXTURE
variable.
Load additional images
//!load+ <name> <filepath>
uniform sampler2D <name>;
Have a look at the mix.gdshader
example:
shader_type canvas_item;
//!load ./swamp.jpg
//!load+ img2 ./overlay.jpg
uniform sampler2D img2: repeat_enable, filter_nearest;
void fragment() {
COLOR = mix(COLOR, texture(img2, UV), .2);
}
Shaderlib
This repo comes with a (still small) shader library including pre-written functions and more.
Have a look at the shaderlib
folder.
Here is an example on how to use it (the hsv.gdshader
example):
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
//!load ./swamp.jpg
void fragment() {
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}