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Snippet Shader power beam

Wingnut

Well-known member
3rd Party Module Dev
Tutorial Author
Joined
Jan 2, 2020
Messages
1,414
Power beam shader. Just a simple world-overtaking-power beam.

It uses 5 LOC to create the actual visual effect. Look into the glsl file and play around with it.


Screenshot.png


powerbeam.cxs
Cerberus:
Import mojo2
Function Main()
    New MyApp
End

Class MyApp Extends App

    Field sourceImage : Image
    Field targetImage : Image
    Field canvas : Canvas
    Field effect : ShaderEffect
    Field value : Float
    Field timer:Float = 0
  
    Method OnCreate()
        sourceImage = Image.Load("graphics2.png",0,0,0)
        targetImage = New Image(sourceImage.Width,sourceImage.Height)
        effect = New ShaderEffect
        canvas = New Canvas
          SetUpdateRate 0
    End

    Method OnUpdate:Int()
         timer = Millisecs()/2000.0
'         timer = MouseX()/100.0
        Return 0
    End

    Method OnRender()
        canvas.Clear 0, 0.5, 1, 1
        effect.SetValue value
        value = value + 0.01     
        effect.SetValue timer
        effect.Render sourceImage, sourceImage,targetImage
        canvas.DrawRect 0,0, 256*1,256*1,targetImage,0,0,256,256
        canvas.Flush
    End

End

Class myShader Extends Shader

    Method New()
        Build(LoadString("shader.glsl"))
    End

    Method OnInitMaterial:Void(material:Material)
        material.SetTexture "ColorTexture",Texture.White()
        material.SetScalar "Timer",1
    End

    Function Instance:myShader()
        If Not _instance _instance=New myShader
        Return _instance
    End

    Private
    Global _instance:myShader
End

Class ShaderEffect

    Private
    Global _canvas:Canvas
    Field _material:Material
    
    Method New()
        If Not _canvas _canvas=New Canvas
        _material=New Material( myShader.Instance() )
    End

    Method SetValue:Void( value:Float )
        _material.SetScalar "Timer",value
    End

    Method Render:Void(source:Image,source2:Image,target:Image)
        _material.SetTexture "ColorTexture",source.Material.ColorTexture
        _canvas.Clear 0, 0, 0, 0
        _canvas.SetRenderTarget target
        _canvas.SetViewport 0,0,target.Width,target.Height
        _canvas.SetProjection2d 0,target.Width,0,target.Height
        _canvas.DrawRect 0,0,target.Width,target.Height,_material
        _canvas.Flush
    End

End

shader.glsl
Code:
uniform sampler2D ColorTexture;
uniform float Timer;

void shader(){
// -------------------------------------------------------------------------------------------------
    // Get coordinate
    vec2 uv=(b3d_ClipPosition.st/b3d_ClipPosition.w)*0.5+0.5 ;

    // y = mod(x,0.5); // return x modulo of 0.5
    // y = fract(x); // return only the fraction part of a number

    // Draw power beam
    float bg = (cos(uv.x * 3.14159 * 2.0) + sin((uv.y) * 3.14159)) * 0.016 ;
    vec2 p = (uv * 2.0 - 1.0) * 150.0 ;
    vec2 ss = vec2(p.x, p.y + 5.0 * sin(uv.x * 1000.0 - Timer * 2.0 + cos(Timer * 7.0) ) + 2.0 * cos(uv.x * 24.0 + Timer * 4.0)) ;
    ss.y = ss.y * (uv.x * 2.0 + 0.04) * (2.0 - uv.x + 2.0 + 0.04) * 10.0;
    vec3 c = pow(vec3(abs(ss.y)), vec3(-0.4)) * vec3(0.3,1.0,0.4) ;

    b3d_FragColor = vec4(c,1.0) ;
// -------------------------------------------------------------------------------------------------
}
 

Attachments

  • shader.zip
    34.5 KB · Views: 86
Last edited:
I see no license here to this shader code. Can you add one But? But it looks nice
 
I think you need to add this to the top of the license:

Copyright (c) <year> <copyright holders>
 
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