Create and apply image filters using Godot's GLSL dialect.
Find a file
2024-06-09 16:45:00 +02:00
dist Add export presets for Linux and Windows 2024-06-05 20:50:48 +02:00
scenes Improve UI with application name & version and better spacing 2024-06-09 15:11:08 +02:00
src Improve UI with application name & version and better spacing 2024-06-09 15:11:08 +02:00
.gitattributes Add project files 2024-06-04 18:31:04 +02:00
.gitignore Add export presets for Linux and Windows 2024-06-05 20:50:48 +02:00
export_presets.cfg Add export presets for Linux and Windows 2024-06-05 20:50:48 +02:00
icon.png Added project icon 2024-06-09 13:23:58 +02:00
icon.png.import Added project icon 2024-06-09 13:23:58 +02:00
LICENSE Add project files 2024-06-04 18:31:04 +02:00
project.godot Bumped version to 2 2024-06-09 16:45:00 +02:00
README.md Added more information to the README 2024-06-09 16:44:28 +02:00
screenshot.png Added a screenshot and a README 2024-06-09 16:30:55 +02:00

GlitchApp

screenshot

Create image filters by writing shaders.

Supported Platforms

  • Linux [tested]
  • Windows

You can find the latest releases here.

Usage

The application includes presets. You can use them as a starting-point to write your own filters.
Just load an image, apply a preset, edit the code and hit F5 to see the changes.

Load additional images using the //!load directive

//!load <name> <filepath>
uniform sampler2D <name>;

With this you can load additional images into your shader.
Have a look at the Mix preset:

shader_type canvas_item;

//!load img2 ./icon.png
uniform sampler2D img2: repeat_enable, filter_nearest;

void fragment() {
	COLOR = mix(COLOR, texture(img2, UV), .5);
}