// Hologram shader // Adapted from https://godotshaders.com/shader/scifi-hologram/ shader_type spatial; render_mode unshaded; uniform sampler2D texture_image; uniform mediump vec4 line_color : source_color = vec4(0.0, 1.0, 0.0, 1.0); uniform mediump float line_width : hint_range(0, 1) = 0.005; uniform mediump float line_blur : hint_range(0, 1) = 0.2; uniform mediump float line_speed : hint_range(-1, 1) = 0.02; uniform bool straight_lines = true; uniform mediump float interrupt_width : hint_range(0, 1) = 0.5; uniform mediump float interrupt_blur : hint_range(0, 1) = 0.25; uniform mediump float interrupt_speed : hint_range(-1, 1) = 0.2; uniform mediump vec4 glow_color : source_color = vec4(0.5, 0.75, 1.0, 1.0); uniform lowp float glow_itensity : hint_range(0, 20) = 4.5; uniform lowp float glow_amount : hint_range(0, 20) = 4.5; uniform lowp float flickering : hint_range(0, 1) = 0.55; vec3 fresnel_glow(float amount, float intensity, vec3 color, vec3 normal, vec3 view) { return pow((1.0 - dot(normalize(normal), normalize(view))), amount) * color * intensity; } void fragment () { vec2 canvas; if (straight_lines) { canvas = SCREEN_UV; } else { canvas = vec2(VIEW.x, VIEW.y); } vec2 lines = vec2(clamp(sin((TIME * line_speed + canvas.y) / line_width), line_blur, 1.0 - line_blur), canvas.x); vec2 interupts = vec2(clamp(sin((TIME * interrupt_speed + canvas.y) / interrupt_width * 3.0), interrupt_blur, 1.0 - interrupt_blur), canvas.x); float flicker = clamp(fract(cos(TIME) * 43758.5453123), flickering, 1.0); vec4 imgtex = flicker * line_color * texture(texture_image, lines * interupts); vec3 imgtex_color = vec3(imgtex.r, imgtex.g, imgtex.b); vec3 fresnel_color = vec3(glow_color.r, glow_color.g, glow_color.b); vec3 fresnel = fresnel_glow(glow_amount, glow_itensity, fresnel_color, NORMAL, VIEW); ALBEDO = imgtex_color + fresnel; EMISSION = glow_amount * vec3(glow_color.r, glow_color.g, glow_color.b); ALPHA = lines.x * interupts.x; }