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January 5, 2026 02:36
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Save Lokno/ea466181684a6097b18ea22a06d3cdac to your computer and use it in GitHub Desktop.
OBS-shaderfilter shader that displays snow (conversion of this shadertoy shader: https://www.shadertoy.com/view/Mdt3Df)
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| uniform int outerIter< | |
| string label = "Outer Iterations"; | |
| string widget_type = "slider"; | |
| int minimum = 0; | |
| int maximum = 20; | |
| int step = 1; | |
| > = 6; | |
| uniform int innerIter< | |
| string label = "Inter Iteration"; | |
| string widget_type = "slider"; | |
| int minimum = 0; | |
| int maximum = 20; | |
| int step = 1; | |
| > = 12; | |
| uniform float cellSizeMin< | |
| string label = "Cell Size Min"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 10.0; | |
| float step = 1.0; | |
| > = 2.0; | |
| uniform float cellSizeFactor< | |
| string label = "Cell Size Factor"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 30.0; | |
| float step = 1.0; | |
| > = 3.0; | |
| uniform float downSpeedMin< | |
| string label = "Downward Speed Min"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 1.0; | |
| float step = 0.01; | |
| > = 0.3; | |
| uniform float downSpeedFactor< | |
| string label = "Downward Speed Factor"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 30.0; | |
| float step = 1.0; | |
| > = 20.0; | |
| uniform float omiValThreshold< | |
| string label = "omiVal Threshold"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 1.0; | |
| float step = 0.001; | |
| > = 0.08; | |
| uniform float acculatorBaseValue< | |
| string label = "Cell Size Divisor"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 10.0; | |
| float step = 0.1; | |
| > = 1.9; | |
| uniform float cellSizeDivisor< | |
| string label = "Cell Size Divisor"; | |
| string widget_type = "slider"; | |
| float minimum = 0.0; | |
| float maximum = 5.0; | |
| float step = 0.1; | |
| > = 1.4; | |
| float4 mainImage(VertData v_in) : TARGET | |
| { | |
| float2 fragCoord = float2(v_in.uv.x,1.0-v_in.uv.y); | |
| float snow = 0.0; | |
| //float random = frac(sin(dot(fragCoord.xy * uv_size,float2(12.9898,78.233)))* 43758.5453); | |
| for(int k=0;k<outerIter;k++){ | |
| for(int i=0;i<innerIter;i++){ | |
| float cellSize = cellSizeMin + (float(i)*cellSizeFactor); | |
| float downSpeed = downSpeedMin+(sin(elapsed_time_active*0.4+float(k+i*downSpeedFactor))+1.0)*0.00008; | |
| float2 uv = (fragCoord.xy * uv_size / uv_size.x)+float2(0.01*sin((elapsed_time_active+float(k*6185))*0.6+float(i))*(5.0/float(i)),downSpeed*(elapsed_time_active+float(k*135))*(1.0/float(i))); | |
| float2 uvStep = (ceil((uv)*cellSize-float2(0.5,0.5))/cellSize); | |
| float x = frac(sin(dot(uvStep.xy,float2(12.9898+float(k)*12.0,78.233+float(k)*315.156)))* 43758.5453+float(k)*12.0)-0.5; | |
| float y = frac(sin(dot(uvStep.xy,float2(62.2364+float(k)*23.0,94.674+float(k)*95.0)))* 62159.8432+float(k)*12.0)-0.5; | |
| float randomMagnitude1 = sin(elapsed_time_active*2.5)*0.7/cellSize; | |
| float randomMagnitude2 = cos(elapsed_time_active*2.5)*0.7/cellSize; | |
| float d = 5.0*distance((uvStep.xy + float2(x*sin(y),y)*randomMagnitude1 + float2(y,x)*randomMagnitude2),uv.xy); | |
| float omiVal = frac(sin(dot(uvStep.xy,float2(32.4691,94.615)))* 31572.1684); | |
| if(omiVal<omiValThreshold?true:false){ | |
| snow += (x+1.0)*0.4*clamp(acculatorBaseValue-d*(15.0+(x*6.3))*(cellSize/cellSizeDivisor),0.0,1.0); | |
| } | |
| } | |
| } | |
| return snow + image.Sample(textureSampler, v_in.uv); | |
| } |
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