@@ -23,7 +23,13 @@ Post-processing effects are shaders applied to a frame after Godot has rendered
2323it. To apply a shader to a frame, create a :ref: `CanvasLayer
2424<class_CanvasLayer>`, and give it a :ref: `ColorRect <class_ColorRect >`. Assign a
2525new :ref: `ShaderMaterial <class_ShaderMaterial >` to the newly created
26- ``ColorRect ``, and set the ``ColorRect ``'s layout to "Full Rect".
26+ ``ColorRect ``, and set the ``ColorRect ``'s anchor preset to Full Rect:
27+
28+ .. figure :: img/custom_postprocessing_anchors_preset_full_rect.webp
29+ :align: center
30+ :alt: Setting the anchor preset to Full Rect on the ColorRect node
31+
32+ Setting the anchor preset to Full Rect on the ColorRect node
2733
2834Your scene tree will look something like this:
2935
@@ -67,8 +73,8 @@ shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
6773
6874 void fragment() {
6975 vec2 norm_size = size * SCREEN_PIXEL_SIZE;
70- bool half = mod(SCREEN_UV.y / 2.0, norm_size.y) / norm_size.y < 0.5;
71- vec2 uv = SCREEN_UV + vec2(norm_size.x * 0.5 * float(half ), 0.0);
76+ bool less_than_half = mod(SCREEN_UV.y / 2.0, norm_size.y) / norm_size.y < 0.5;
77+ vec2 uv = SCREEN_UV + vec2(norm_size.x * 0.5 * float(less_than_half ), 0.0);
7278 vec2 center_uv = floor(uv / norm_size) * norm_size;
7379 vec2 norm_uv = mod(uv, norm_size) / norm_size;
7480 center_uv += mix(vec2(0.0, 0.0),
@@ -78,7 +84,7 @@ shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
7884 mix(vec2(0.0, -norm_size.y),
7985 vec2(-norm_size.x, -norm_size.y),
8086 float(norm_uv.x < 0.5)),
81- float(half )),
87+ float(less_than_half )),
8288 float(norm_uv.y < 0.3333333) * float(norm_uv.y / 0.3333333 < (abs(norm_uv.x - 0.5) * 2.0)));
8389
8490 COLOR = textureLod(screen_texture, center_uv, 0.0);
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