Loading images with noise distortion.
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content/imagine.gdshader
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content/imagine.gdshader
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shader_type canvas_item;
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uniform sampler2D ripples: repeat_enable;
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uniform float warp;
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uniform float time_scale = 0.1f;
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vec3 hmap_normal(sampler2D hmap, vec2 uv) {
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float eps = 0.01f;
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float z = texture(hmap, uv).z;
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return normalize(vec3(
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(texture(hmap, uv + vec2(eps, 0)).z - z) / eps,
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(texture(hmap, uv + vec2(0, eps)).z - z) / eps,
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-1
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));
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}
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void fragment() {
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//vec3 normal = texture(ripples, UV + vec2(TIME * time_scale, 0)).xyz;
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vec3 normal = hmap_normal(ripples, UV + vec2(TIME * time_scale, 0));
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vec4 col = texture(TEXTURE, UV + normal.xy * warp).rgba;
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COLOR.rgb = col.rgb;
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}
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1
content/imagine.gdshader.uid
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content/imagine.gdshader.uid
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uid://cutdjeuxu188p
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27
content/mat_imagine.tres
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27
content/mat_imagine.tres
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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://wr6g6bhw2fyj"]
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[ext_resource type="Shader" uid="uid://cutdjeuxu188p" path="res://content/imagine.gdshader" id="1_74fhu"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_74fhu"]
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noise_type = 0
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frequency = 0.0018
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cellular_distance_function = 1
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domain_warp_type = 2
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domain_warp_amplitude = 3.36
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domain_warp_fractal_type = 2
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_74fhu"]
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width = 1280
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height = 720
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noise = SubResource("FastNoiseLite_74fhu")
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seamless = true
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invert = true
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in_3d_space = true
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normalize = false
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bump_strength = 32.0
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[resource]
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shader = ExtResource("1_74fhu")
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shader_parameter/ripples = SubResource("NoiseTexture2D_74fhu")
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shader_parameter/warp = 0.005
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shader_parameter/time_scale = 0.035
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