Testing stuff out
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					 11 changed files with 271 additions and 4 deletions
				
			
		
							
								
								
									
										16
									
								
								assets/shaders/ShapeDanceShapes.gdshader
									
										
									
									
									
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										16
									
								
								assets/shaders/ShapeDanceShapes.gdshader
									
										
									
									
									
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shader_type spatial;
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render_mode unshaded;
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instance uniform int id;
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void vertex() {
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	// Called for every vertex the material is visible on.
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}
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void fragment() {
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	ALBEDO = vec3(cos(TIME + float(id) * 0.01), sin(TIME + float(id) * 0.01), tan(TIME + float(id) * 0.01));
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}
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void light() {
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	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
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}
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										13
									
								
								assets/shaders/Weird-B&W.gdshader
									
										
									
									
									
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										13
									
								
								assets/shaders/Weird-B&W.gdshader
									
										
									
									
									
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			@ -0,0 +1,13 @@
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shader_type spatial;
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void vertex() {
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}
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void fragment() {
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	ALBEDO = vec3(1.0, 1.0, 1.0);
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}
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void light() {
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	DIFFUSE_LIGHT = vec3(0.0, 0.0, 0.0);
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}
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										13
									
								
								assets/shaders/pure-white.gdshader
									
										
									
									
									
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										13
									
								
								assets/shaders/pure-white.gdshader
									
										
									
									
									
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			@ -0,0 +1,13 @@
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shader_type spatial;
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void vertex() {
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	// Called for every vertex the material is visible on.
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}
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void fragment() {
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	// Called for every pixel the material is visible on.
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}
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void light() {
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	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
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}
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										79
									
								
								entities/ParticlesCool.tscn
									
										
									
									
									
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										79
									
								
								entities/ParticlesCool.tscn
									
										
									
									
									
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[gd_scene load_steps=10 format=3 uid="uid://qehbjfkqs5pl"]
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[ext_resource type="Script" path="res://scripts/particles_cool.gd" id="1_5jfiw"]
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[ext_resource type="Shader" path="res://assets/shaders/Weird-B&W.gdshader" id="1_qtxk8"]
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[ext_resource type="Shader" path="res://scripts/WatchDogsCool.gdshader" id="3_mwhb0"]
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[sub_resource type="Environment" id="Environment_s81sd"]
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background_mode = 2
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reflected_light_source = 1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_dl6l5"]
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render_priority = 0
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shader = ExtResource("1_qtxk8")
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[sub_resource type="SphereMesh" id="SphereMesh_ui3pw"]
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material = SubResource("ShaderMaterial_dl6l5")
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radius = 0.9
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height = 1.9
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_ry4cm"]
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emission_shape = 2
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emission_sphere_radius = 1.0
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turbulence_enabled = true
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turbulence_noise_strength = 8.42
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turbulence_noise_speed = Vector3(1.26, 0.905, -1.06)
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turbulence_noise_speed_random = 0.65
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turbulence_influence_min = 0.075
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turbulence_influence_max = 0.188
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_0gq3c"]
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render_priority = 0
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shader = ExtResource("3_mwhb0")
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[sub_resource type="SphereMesh" id="SphereMesh_caeh0"]
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material = SubResource("ShaderMaterial_0gq3c")
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radius = 0.001
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[node name="Node3D" type="Node3D"]
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script = ExtResource("1_5jfiw")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_s81sd")
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[node name="OrbitCam" type="Node3D" parent="."]
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transform = Transform3D(1.19251, 0, -1.00129, 0, 1, 0, 0.89166, 0, 1.33913, 0, 0, 0)
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[node name="Camera3D" type="Camera3D" parent="OrbitCam"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.76064, 4.93176)
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current = true
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[node name="Ball" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.0753269, 0, -0.997159, 0, 1, 0, 0.997159, 0, 0.0753269, 0, 0, -2.3681)
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visible = false
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mesh = SubResource("SphereMesh_ui3pw")
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skeleton = NodePath("GPUParticles3D2")
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[node name="GPUParticles3D2" type="GPUParticles3D" parent="Ball"]
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transform = Transform3D(0.0753269, 0, -0.997159, 0, 1, 0, 0.997159, 0, 0.0753269, 0, 0, 0)
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visible = false
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cast_shadow = 0
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amount = 1000
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lifetime = 5.0
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fixed_fps = 60
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process_material = SubResource("ParticleProcessMaterial_ry4cm")
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draw_pass_1 = SubResource("SphereMesh_caeh0")
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[node name="Ball2" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.0753269, 0, -0.997159, 0, 1, 0, 0.997159, 0, 0.0753269, 0, 0, 2.30962)
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mesh = SubResource("SphereMesh_ui3pw")
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skeleton = NodePath("GPUParticles3D2")
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[node name="GPUParticles3D2" type="GPUParticles3D" parent="Ball2"]
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transform = Transform3D(0.0753269, 0, -0.997159, 0, 1, 0, 0.997159, 0, 0.0753269, 0, 0, 0)
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cast_shadow = 0
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amount = 25000
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lifetime = 5.0
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fixed_fps = 60
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process_material = SubResource("ParticleProcessMaterial_ry4cm")
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draw_pass_1 = SubResource("SphereMesh_caeh0")
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			@ -1,7 +1,38 @@
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[gd_scene load_steps=2 format=3 uid="uid://c0jgk88bnwwbs"]
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[gd_scene load_steps=4 format=3 uid="uid://c0jgk88bnwwbs"]
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[ext_resource type="Script" path="res://scripts/manager.gd" id="1_5d7ur"]
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[sub_resource type="Animation" id="Animation_qy15n"]
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resource_name = "timeline"
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length = 10.0
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tracks/0/type = "method"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 10),
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"transitions": PackedFloat32Array(1, 1),
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"values": [{
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"args": [0],
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"method": &"set_scene"
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}, {
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"args": [1],
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"method": &"set_scene"
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}]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_v07gp"]
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_data = {
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"timeline": SubResource("Animation_qy15n")
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}
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[node name="Manager" type="Manager"]
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bgm = "res://assets/bgm.ogg"
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script = ExtResource("1_5d7ur")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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"": SubResource("AnimationLibrary_v07gp")
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}
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										48
									
								
								entities/shape_dance.tscn
									
										
									
									
									
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										48
									
								
								entities/shape_dance.tscn
									
										
									
									
									
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			@ -0,0 +1,48 @@
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[gd_scene load_steps=8 format=3 uid="uid://lcp4gqi6nigy"]
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[ext_resource type="Script" path="res://scripts/shape_dance.gd" id="1_g2fd3"]
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[ext_resource type="Shader" path="res://assets/shaders/ShapeDanceShapes.gdshader" id="2_jw15c"]
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[sub_resource type="Curve3D" id="Curve3D_kx25u"]
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_data = {
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"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 0, 0, -6.635, 0, 14.74, 0, 0, 0, 60, 0, 1.8),
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"tilts": PackedFloat32Array(0, 0)
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}
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point_count = 2
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_r1n2u"]
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render_priority = 0
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shader = ExtResource("2_jw15c")
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[sub_resource type="BoxMesh" id="BoxMesh_ysqih"]
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material = SubResource("ShaderMaterial_r1n2u")
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[sub_resource type="Sky" id="Sky_ux7r0"]
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[sub_resource type="Environment" id="Environment_1wa4s"]
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background_mode = 2
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sky = SubResource("Sky_ux7r0")
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[node name="ShapeDance" type="Node3D"]
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script = ExtResource("1_g2fd3")
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amount = 20
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offset = 2.8
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shape_shader = ExtResource("2_jw15c")
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[node name="Path" type="Path3D" parent="."]
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curve = SubResource("Curve3D_kx25u")
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[node name="PathFollow3D" type="PathFollow3D" parent="Path"]
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transform = Transform3D(-0.0299847, 0, -0.999484, 0, 0.999932, 0, 0.999487, 0, -0.0299846, 0, 0, 0)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Path/PathFollow3D"]
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mesh = SubResource("BoxMesh_ysqih")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(0.394721, 0.132523, -0.909194, -0.0542735, 0.991179, 0.120911, 0.917197, 0.00161915, 0.398431, -0.411877, 1.41195, 2.2298)
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_1wa4s")
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[node name="ShowLight" type="DirectionalLight3D" parent="."]
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visible = false
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						 | 
				
			
			@ -27,7 +27,7 @@ position = Vector2(534, 309)
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texture = ExtResource("1_3phrh")
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[node name="ScramblingText" type="ScramblingText" parent="."]
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duration = 0.5
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infinite = false
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offset_right = 40.0
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offset_bottom = 23.0
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text = "HELLO WORLD"
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										19
									
								
								scripts/WatchDogsCool.gdshader
									
										
									
									
									
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										19
									
								
								scripts/WatchDogsCool.gdshader
									
										
									
									
									
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			@ -0,0 +1,19 @@
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shader_type spatial;
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render_mode unshaded;
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uniform sampler2D depth_texture : source_color, hint_depth_texture;
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void vertex() {
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	// Called for every vertex the material is visible on.
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}
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void fragment() {
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	float depth = texture(depth_texture, SCREEN_UV).x;
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	//ALBEDO = vec3(1.0, 1.0, 1.0);
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	ALBEDO = vec3(0.7, 0.7, 0.7) + depth * SCREEN_UV.x;
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	ALPHA = 1.0;
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}
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void light() {
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	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
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}
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			@ -1,10 +1,16 @@
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extends Manager
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var scene1: PackedScene = preload("res://entities/test.tscn")
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var scene1: PackedScene = preload("res://entities/test.tscn");
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var scene2: PackedScene = preload("res://entities/shape_dance.tscn");
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var scene3: PackedScene = preload("res://entities/ParticlesCool.tscn");
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var scene4: PackedScene = preload("res://entities/test.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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	register_scene(scene1);
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	register_scene(scene2);
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	register_scene(scene3);
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	register_scene(scene4);
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	start_audio();
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	set_scene(0);
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	$AnimationPlayer.play("timeline");
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										10
									
								
								scripts/particles_cool.gd
									
										
									
									
									
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										10
									
								
								scripts/particles_cool.gd
									
										
									
									
									
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			@ -0,0 +1,10 @@
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extends Node3D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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	$OrbitCam/Camera3D.current = true;
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#
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#func _physics_process(delta: float) -> void:
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	#$OrbitCam.rotate_y(1.0);
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										32
									
								
								scripts/shape_dance.gd
									
										
									
									
									
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										32
									
								
								scripts/shape_dance.gd
									
										
									
									
									
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			@ -0,0 +1,32 @@
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extends Node3D
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@export var amount: int = 2;
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@export var offset: float = 2.0;
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@export var shape_shader: Shader;
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@onready var path: Path3D = $Path
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@onready var shape_material: ShaderMaterial = ShaderMaterial.new();
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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	$Camera3D.make_current();
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	shape_material.set_shader(shape_shader);
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	var path_length: float = (path as Path3D).get_curve().get_baked_length();
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	for i in range(amount):
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		var instance: PathFollow3D = PathFollow3D.new();
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		var mesh_instance: MeshInstance3D = MeshInstance3D.new();
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		mesh_instance.mesh = BoxMesh.new();
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		mesh_instance.set_surface_override_material(0, shape_material);
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		mesh_instance.set_instance_shader_parameter("id", i);
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		print("kaka" + str((mesh_instance.get_surface_override_material(0) as Material).get_shader_parameter("id")))
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		instance.add_child(mesh_instance);
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		path.add_child(instance);
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		instance.set_progress_ratio(offset / 100 * i);
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		#print(instance.progress_ratio);
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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	pass
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		||||
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