Edit Jan 2017 by Kyatric :
The OP seems to not be active on our forums.
Nevertheless, the user adcornaglia has made a backup of the files that can be found : https://drive.google.com/open?id=0B5HnHqVYzkImck1uSmlkUGJ5VHM
As long as adcornaglia will be around, those effects should be accessible from here.
Decided to put all of my little freak children in a single post so it's easier to manage. I have been trying to grasp shaders, sometimes even successfully so here are some of the results:
[NEW] I listened to some advice in the thread and there's now a distro folder:
https://www.dropbox.com/sh/vmvnuiiis0fr ... _Gd7a?dl=0 - always find the latest versions all together in easy to use .c2addon files.
[NEW] Nearly all the shaders have had small fixes and improvements, i.e. Dissolve now uses a different random number system, flag now waves outwards (better for flame fx and such), etc.
The animations only show what happens when you adjust settings, the shaders themselves are not natively animating. So you get all the control.
An alternative to the often glitchy (try +75% hue) HSL shader:
Trim the image by a certain percentage:
NOTE: This simply ceases to draw the image beyond the percentage, so if you layer the effects something strange might happen.
Shifts the image inside its frame by given pixel amount:
This one is pretty cool - you can do all sorts of long thing effects, like shown in the demo image, but also do rather nice screen shake effects when used as a layer effect.
Basically my implementation of Photoshop's dissolve blending mode:
Show only every n-th dot on x and y axis:
Distort the image in a flag-like fashion:
How is this different from some other warpy shaders? It gets stronger towards the end of the sprite. Also fairly easy to use parameters - set the numbr of waves, set an amplitude (how far the rightmost pixels will be pushed up and down) and set a total time for a full up/down cycle (in seconds) - done.
In the example image above the first column has the same wave amount (1) and time (2 seconds) - what changes is the amplitude - as you can see that pointy end barely moves in the first one and goes all the way for the third one. The others just have different wave counts and amplitude.
Shift with repeating - simple!
Shift only X pixels with repeating + pseudo motion blur = NEATNESS:
https://dl.dropboxusercontent.com/u/132 ... index.html (Hold right to speed up)
Can also be used as just pseudo motion blur without shifting anything.
The vinyls are on a layer with this effect applied at 100% width and 50% height. Bad things will happen if something is over the edge (or maybe you want that sort of an effect actually). As is the way of life for Shaders it scales towards a shader origin point of bottom left corner. NOTE: Will look all sorts of wrong in the editor so either keep it at 100% or enable/change values on startup.
Skew and Skend
For when that texture just cannot stand straight. As with Flag I base the "logic" of the shader around C2's approach to angles and object bases - so if our base is left-center and then we rotate an item upwards so it stands "upright" the skew happens on the vertical axis while it is "sideways". Just check the .capx, it's simple, really.
It basically shifts the image in "perspective" just with 0 regard to any perspective laws. You can use it as a poor man's taper if you wish. Not bad for interfaces as seen in the example GIF.
Might be neat for a modern fps style GUI or just making things breathe. Accepts positive and negative values.
Same as Seamless, but automated. Since I like to keep the math inside the shader at a minimum you have a simple value - amount of time in seconds it takes to scroll the whole width or height of the texture. It accepts negative values to change the direction of the scrolling and 0 means it stays still.
Demoscene says hi! Adjustable amount of twists, time and shading of the dark side. Quite likely to make some neat effects possible.
A simple pixel offset drop shadow effect with shadow opacity. Best used on a transparent layer. Might get an updated/improved version soon.
Enjoy and please comment with suggestions/bugs/better code.