Did some shit idfc anymore
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320b4989f8
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3 changed files with 8 additions and 7 deletions
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@ -10,3 +10,4 @@ monitor = 0
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max_framerate = 60
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max_framerate = 60
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vertical_sync = true
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vertical_sync = true
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resolution_scale = 1.0
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resolution_scale = 1.0
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# We ran out of time, so the demo won't display correctly on anything other than 1080p
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@ -200,7 +200,7 @@ tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5, 4.5, 5),
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"times": PackedFloat32Array(0, 0.5, 4.5, 5),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"update": 0,
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"values": [Vector2(872, -797), Vector2(1387, -531), Vector2(1387, -531), Vector2(872, -797)]
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"values": [Vector2(872, -797), Vector2(1452, -497), Vector2(1452, -497), Vector2(872, -797)]
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}
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}
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tracks/1/type = "value"
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/imported = false
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@ -608,10 +608,10 @@ layout_mode = 1
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anchors_preset = 15
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anchors_preset = 15
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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offset_left = -341.0
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offset_left = 1387.0
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offset_top = -1424.0
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offset_top = -531.0
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offset_right = -341.0
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offset_right = 1387.0
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offset_bottom = -1424.0
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offset_bottom = -531.0
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grow_horizontal = 2
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grow_horizontal = 2
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grow_vertical = 2
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grow_vertical = 2
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rotation = 0.477038
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rotation = 0.477038
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@ -29,7 +29,7 @@ func _ready() -> void:
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shaders.push_back(shader);
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shaders.push_back(shader);
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for i: int in 3:
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for i: int in 3:
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var material: ShaderMaterial = ShaderMaterial.new();
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material = ShaderMaterial.new();
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var shader: Shader = shaders.pick_random();
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var shader: Shader = shaders.pick_random();
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material.shader = shader.duplicate();
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material.shader = shader.duplicate();
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@ -51,7 +51,7 @@ func _ready() -> void:
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\"kaleidoscope\":
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\"kaleidoscope\":
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shaders.remove_at(shaders.find(shader, 0));
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shaders.remove_at(shaders.find(shader, 0));
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print(\"kaleidoscope\")
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print(\"kaleidoscope\")
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material.set_shader_parameter(\"segments\", float(randi_range(3.0, 5.0)));
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material.set_shader_parameter(\"segments\", float(randi_range(3, 5)));
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\"pixelsort\":
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\"pixelsort\":
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shaders.remove_at(shaders.find(shader, 0));
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shaders.remove_at(shaders.find(shader, 0));
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