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ShaderFunction-Extras

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ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all \u003cpre\u003e\u003ccode\u003e blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks"); } } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); } })(); (function(){ try { var __m = "github.com"; var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length \u003e 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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ShaderFunction-Extras

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ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

ShaderFunction-Extras

Ko-Fi BadgeTwitter BadgeMastodon Badge

ShaderFunctions-GitHub-Preview

This project aims to help Godot developers writing custom written shaders by providing high-level functions which are often used.

🎉 Using the addon

Download the source (releases and AssetLib version are still WIP) and put the ShaderFunction-Extras inside your addons folder. If you don't have one, create it or put the whole addons folder inside your project directory.

After that, you can include the include files you need in your shader like this: gdshaderinc-use-showcase

🔢 Versioning

This repository is only meant for projects created with Godot 4.0 and upwards. However, if you are using Godot 3.x and want to use specific functions, you can copy and paste it inside your shader code still.

ℹ️ Contributing

All these shader functions are based on publicly available shader functions (open-source licensed with permissive licenses such as MIT). If you want to contribute a function, create an issue starting with Proposal: ... describing the shader function and why you think it should be included in here. We can then discuss on how this function and its parameters should be called (for clarity of the users). After that you are open to create a PR (Pull Request) with the dicussed details of the proposal.

Provided Functions

Click me to enlarge

Color

Blend Modes

  • blend_normal
  • blend_dissolve
  • blend_multiply
  • blend_screen
  • blend_overlay
  • blend_hard_light
  • blend_soft_light
  • blend_burn
  • blend_dodge
  • blend_lighten
  • blend_darken
  • blend_difference
  • blend_additive
  • blend_addsub
  • blend_linear_light
  • blend_vivid_light
  • blend_pin_light
  • blend_hard_mix
  • blend_exclusion

Color Adjustment

  • greyscale
  • hsv_to_rgb
  • rgb_to_hsv
  • hsv_adjustment

Noise

  • psrdnoise3_with_gradient
  • psrdnoise3
  • psrdnoise2_with_gradient
  • psrdnoise2

Utility

  • depth_camera_*
  • depth_vertex_*
  • linear_scene_depth_*
  • distance_fade
  • proximity_camera_fade_*
  • proximity_vertex_fade_*
  • world_position_from_depth_*
  • screen_normal_world_space
  • rotation_matrix_by_axis
  • rotate_by_axis
  • random_range
  • remap
  • fresnel
  • fresnel_glow
  • smooth_clamp
  • soft_clamp
  • saturate
  • vertex_billboard

UV

  • uv_panning
  • uv_scaling
  • uv_rotate
  • uv_polar_coord_*
  • uv_flipbook
  • uv_twirl
  • uv_grid_tiler

Wave

  • sawtooth_wave
  • sine_wave
  • sine_wave_angular
  • square_wave
  • triangle_wave

Shapes

  • polygon
  • circle
  • square
  • square_stroke
  • square_rounded
  • swirl
  • line

About

An addon with a lot of helpful functions for Godot 4.0 to use in custom written shaders

Resources

Stars

119 stars

Watchers

5 watching

Forks

Releases

Sponsor this project

Used by

Contributors