Implement dynamic shader selection
This commit is contained in:
parent
45c91bce39
commit
d290d00b12
11 changed files with 252 additions and 12 deletions
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@ -3,9 +3,9 @@ shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float chaos : hint_range(0., 32.) = 1.;
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uniform float chaos : hint_range(0., 32.) = 15.;
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uniform float radius : hint_range(0., 1.) = 0.5;
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uniform float radius : hint_range(0., 1.) = 0.8;
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uniform float attenuation : hint_range(1., 5.) = 2.;
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uniform float attenuation : hint_range(1., 5.) = 4.;
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varying vec2 amount_r;
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varying vec2 amount_r;
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varying vec2 amount_g;
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varying vec2 amount_g;
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7
assets/shaders/invert.gdshader
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7
assets/shaders/invert.gdshader
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@ -0,0 +1,7 @@
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shader_type canvas_item;
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void fragment() {
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vec3 new_color = texture(TEXTURE, SCREEN_UV, 0.0).rgb;
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new_color = vec3(1.0) - new_color;
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COLOR.rgb = new_color;
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}
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@ -1,7 +1,7 @@
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shader_type canvas_item;
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shader_type canvas_item;
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uniform int x_pixel_size : hint_range(1, 100);
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uniform int x_pixel_size : hint_range(1, 100) = 3;
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uniform int y_pixel_size : hint_range(1, 100);
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uniform int y_pixel_size : hint_range(1, 100) = 1;
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void fragment() {
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void fragment() {
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vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0);
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vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0);
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28
assets/shaders/pixelsort.gdshader
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28
assets/shaders/pixelsort.gdshader
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@ -0,0 +1,28 @@
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//MADE BY : @ahopness
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//LICENSE : CC0
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//COMATIBLE WITH : GLES2, GLES3, WEBGL
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shader_type canvas_item;
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uniform float sort :hint_range(0.0, 2.6)= .5;
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void fragment(){
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vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
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// Pseudo Pixel Sorting
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float sortThreshold = 1.0 - clamp(sort / 2.6, 0.0, 1.0);
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vec2 sortUv = vec2(uv.x, sortThreshold);
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// Curved melting transition
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vec2 transitionUV = uv;
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transitionUV.y += pow(sort, 2.0 + (sort * 2.0)) * uv.x * fract(sin(dot(vec2(transitionUV.x), vec2(12.9, 78.2)))* 437.5);
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COLOR = texture(TEXTURE, transitionUV);
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// Draw pixel sorting effect behind the melting transition
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if(transitionUV.y > 1.){
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COLOR = texture(TEXTURE, sortUv);
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}else{
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COLOR = texture(TEXTURE, uv);
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}
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}
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44
assets/shaders/random-pool/cromatic-abberation.gdshader
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44
assets/shaders/random-pool/cromatic-abberation.gdshader
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@ -0,0 +1,44 @@
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//shader by CasualGarageCoder, updated to Godot 4
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float chaos : hint_range(0., 32.) = 15.;
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uniform float radius : hint_range(0., 1.) = 0.8;
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uniform float attenuation : hint_range(1., 5.) = 4.;
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varying vec2 amount_r;
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varying vec2 amount_g;
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varying vec2 amount_b;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - .5;
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}
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void vertex() {
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vec2 shifted_uv = (UV * 2.) - 1.;
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amount_r = normalize(
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vec2(rand(TIME * 1.3 * shifted_uv),
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rand(TIME * 1.64 * shifted_uv)));
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amount_g = normalize(
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vec2(rand(TIME * 1.5 * shifted_uv),
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rand(TIME * 1.7 * shifted_uv)));
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amount_b = normalize(
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vec2(rand(TIME * 1.17 * shifted_uv),
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rand(TIME * 1.23 * shifted_uv)));
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}
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void fragment() {
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vec2 chaos_v = vec2(chaos, -chaos) * SCREEN_PIXEL_SIZE;
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float dist = length((UV - vec2(0.5)) * 2.);
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float att = clamp(dist / radius, 0., 1.);
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chaos_v *= 1. - pow(att, attenuation);
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COLOR = vec4(
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_r).r,
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_g).g,
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texture(TEXTURE, SCREEN_UV + chaos_v * amount_b).b,
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1.);
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}
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7
assets/shaders/random-pool/invert.gdshader
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7
assets/shaders/random-pool/invert.gdshader
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@ -0,0 +1,7 @@
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shader_type canvas_item;
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void fragment() {
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vec3 new_color = texture(TEXTURE, SCREEN_UV, 0.0).rgb;
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new_color = vec3(1.0) - new_color;
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COLOR.rgb = new_color;
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}
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57
assets/shaders/random-pool/kaleidoscope.gdshader
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57
assets/shaders/random-pool/kaleidoscope.gdshader
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@ -0,0 +1,57 @@
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shader_type canvas_item;
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group_uniforms segments;
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uniform float segments: hint_range(2.0, 48.0, 1.0) = 6.0;
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uniform bool segmentReflect = true;
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group_uniforms;
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group_uniforms polar;
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uniform vec2 polarOffset = vec2(0.5, 0.5);
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uniform float polarAngle: hint_range(0.0, 360.0) = 0.0;
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group_uniforms;
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group_uniforms source;
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uniform vec2 sourceOffset = vec2(0.5, 0.5);
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uniform float sourceScale = 2.0;
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uniform float sourceAngle: hint_range(0.0, 360.0) = 0.0;
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group_uniforms;
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vec2 simpleRotate(vec2 uv, float rotation) {
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return vec2(
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cos(rotation) * uv.x + sin(rotation) * uv.y,
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cos(rotation) * uv.y - sin(rotation) * uv.x
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);
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}
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vec2 kaleid(vec2 uv, float addAngle, vec2 origin, float segCount, bool doReflect) {
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uv -= origin;
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float radius = sqrt(dot(uv, uv));
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float angle = atan(uv.y, uv.x) + addAngle;
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float segmentAngle = TAU / segCount;
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angle -= segmentAngle * floor(angle / segmentAngle);
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if (doReflect) {
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angle = min(angle, segmentAngle - angle);
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}
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return vec2(cos(angle), sin(angle)) * radius;
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}
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void fragment() {
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vec2 newUV = kaleid(UV, radians(polarAngle), polarOffset, segments, segmentReflect);
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newUV = simpleRotate(newUV, radians(sourceAngle));
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newUV += sourceOffset;
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newUV *= sourceScale;
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vec4 finalColor = texture(TEXTURE, fract(newUV * sourceScale - sourceOffset));
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COLOR = finalColor;
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}
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12
assets/shaders/random-pool/pixelate.gdshader
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assets/shaders/random-pool/pixelate.gdshader
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@ -0,0 +1,12 @@
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shader_type canvas_item;
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uniform int x_pixel_size : hint_range(1, 100) = 3;
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uniform int y_pixel_size : hint_range(1, 100) = 1;
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void fragment() {
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vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0);
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vec2 texture_uv = floor(UV / TEXTURE_PIXEL_SIZE);
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vec2 offset = vec2(float(int(texture_uv.x) % x_pixel_size), float(int(texture_uv.y) % y_pixel_size));
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vec2 target = (texture_uv - offset) * TEXTURE_PIXEL_SIZE;
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COLOR = texture(TEXTURE, target + correction );
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}
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28
assets/shaders/random-pool/pixelsort.gdshader
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28
assets/shaders/random-pool/pixelsort.gdshader
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//MADE BY : @ahopness
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//LICENSE : CC0
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//COMATIBLE WITH : GLES2, GLES3, WEBGL
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shader_type canvas_item;
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uniform float sort :hint_range(0.0, 2.6)= .5;
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void fragment(){
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vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
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// Pseudo Pixel Sorting
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float sortThreshold = 1.0 - clamp(sort / 2.6, 0.0, 1.0);
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vec2 sortUv = vec2(uv.x, sortThreshold);
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// Curved melting transition
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vec2 transitionUV = uv;
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transitionUV.y += pow(sort, 2.0 + (sort * 2.0)) * uv.x * fract(sin(dot(vec2(transitionUV.x), vec2(12.9, 78.2)))* 437.5);
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COLOR = texture(TEXTURE, transitionUV);
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// Draw pixel sorting effect behind the melting transition
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if(transitionUV.y > 1.){
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COLOR = texture(TEXTURE, sortUv);
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}else{
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COLOR = texture(TEXTURE, uv);
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}
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}
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@ -17,7 +17,7 @@ void fragment() {
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ROUGHNESS = 0.2;
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ROUGHNESS = 0.2;
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RIM = 100.0;
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RIM = 100.0;
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}
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}
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}
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}
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//void light() {
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//void light() {
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@ -1,15 +1,71 @@
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[gd_scene load_steps=22 format=3 uid="uid://b761uk7sjprrp"]
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[gd_scene load_steps=23 format=3 uid="uid://b761uk7sjprrp"]
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[ext_resource type="Shader" path="res://assets/shaders/kaleidoscope.gdshader" id="1_nwvg1"]
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[ext_resource type="Shader" path="res://assets/shaders/kaleidoscope.gdshader" id="1_nwvg1"]
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[ext_resource type="PackedScene" uid="uid://qehbjfkqs5pl" path="res://entities/ParticlesCool.tscn" id="1_yc1r8"]
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[ext_resource type="PackedScene" uid="uid://qehbjfkqs5pl" path="res://entities/ParticlesCool.tscn" id="1_yc1r8"]
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[ext_resource type="PackedScene" uid="uid://br7cnj1spc4rk" path="res://assets/auto_scale.tscn" id="2_7v8f2"]
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[ext_resource type="PackedScene" uid="uid://br7cnj1spc4rk" path="res://assets/auto_scale.tscn" id="2_7v8f2"]
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[ext_resource type="Shader" path="res://assets/shaders/pixelate.gdshader" id="4_lvys8"]
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[ext_resource type="Shader" path="res://assets/shaders/pixelsort.gdshader" id="4_v65hu"]
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[ext_resource type="Shader" path="res://assets/shaders/cromatic-abberation.gdshader" id="5_w16wy"]
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[ext_resource type="Shader" path="res://assets/shaders/cromatic-abberation.gdshader" id="5_w16wy"]
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[sub_resource type="GDScript" id="GDScript_mtsk5"]
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[sub_resource type="GDScript" id="GDScript_mtsk5"]
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script/source = "extends Control
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script/source = "extends Control
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@onready var pass3: TextureRect = $RandomPasses/Pass3/TextureRect;
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@onready var pass2: TextureRect = $RandomPasses/Pass2/TextureRect;
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@onready var pass1: TextureRect = $RandomPasses/Pass1/TextureRect;
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var materials: Array[ShaderMaterial];
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var shaders: Array[Shader];
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func _ready() -> void:
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#TODO: FIX RNG SO IT FEELS LESS RANDOM, SO WE DON'T GET THE EXACT SAME SHOW EVERY TIME WE RUN
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var shader_dir: DirAccess = DirAccess.open(\"res://assets/shaders/random-pool\");
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shader_dir.list_dir_begin()
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for file: String in shader_dir.get_files():
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# These should probably be preloaded, but who the fuck cares, the demoparty is in 2 days I don't have time for this
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var shader: Shader = load(shader_dir.get_current_dir() + \"/\" + file);
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shader.set_meta(\"shader_name\", file.split(\".gdshader\", false))
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shaders.push_back(shader);
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for i: int in 3:
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var material: ShaderMaterial = ShaderMaterial.new();
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var shader: Shader = shaders.pick_random();
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material.shader = shader.duplicate();
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var shader_name: String = \"\".join(shader.get_meta(\"shader_name\"));
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print(shader.get_meta(\"shader_name\"))
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match shader_name:
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\"pixelate\":
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print(\"pixelate\")
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material.set_shader_parameter(\"x_pixel_size\", randi_range(1, 5));
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material.set_shader_parameter(\"y_pixel_size\", randi_range(1, 5));
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\"cromatic-abberation\":
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print(\"cromatic-abberation\") #Tiiän et täs on typo FFS, en rupee renamaa tiedostoo
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material.set_shader_parameter(\"chaos\", randf_range(10.0, 32.0));
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material.set_shader_parameter(\"radius\", randf_range(0.3, 1.0));
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material.set_shader_parameter(\"attenuation\", randf_range(2.0, 5.0));
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\"kaleidoscope\":
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print(\"kaleidoscope\")
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material.set_shader_parameter(\"segments\", float(randi_range(5.0, 8.0)));
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\"pixelsort\":
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print(\"pixelsort\")
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material.set_shader_parameter(\"sort\", randf_range(0.1, 2.6));
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_:
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print(\"something else\")
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pass
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materials.push_back(material);
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pass1.material = materials[0];
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pass2.material = materials[1];
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pass3.material = materials[2];
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func _on_timer_timeout() -> void:
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func _on_timer_timeout() -> void:
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$AnimationPlayer.play(\"kaleidoskope_1\");
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$AnimationPlayer.play(\"kaleidoskope_1\");
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"
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"
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shadow_size = 0
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shadow_size = 0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_riy6b"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_riy6b"]
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shader = ExtResource("4_lvys8")
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shader = ExtResource("4_v65hu")
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shader_parameter/x_pixel_size = 1
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shader_parameter/sort = 1.21
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shader_parameter/y_pixel_size = 15
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[sub_resource type="ViewportTexture" id="ViewportTexture_ff16u"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_ff16u"]
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viewport_path = NodePath("KaleidoViewport")
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viewport_path = NodePath("KaleidoViewport")
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@ -197,6 +252,8 @@ shader_parameter/attenuation = 1.5
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[sub_resource type="ViewportTexture" id="ViewportTexture_3bfaj"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_3bfaj"]
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viewport_path = NodePath("RandomPasses/Pass1")
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viewport_path = NodePath("RandomPasses/Pass1")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_j7uru"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_rmol4"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_rmol4"]
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viewport_path = NodePath("RandomPasses/Pass2")
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viewport_path = NodePath("RandomPasses/Pass2")
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@ -319,7 +376,7 @@ texture = SubResource("ViewportTexture_3bfaj")
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size = Vector2i(1152, 648)
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size = Vector2i(1152, 648)
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[node name="TextureRect" type="TextureRect" parent="RandomPasses/Pass3"]
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[node name="TextureRect" type="TextureRect" parent="RandomPasses/Pass3"]
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material = SubResource("ShaderMaterial_wyd4s")
|
material = SubResource("ShaderMaterial_j7uru")
|
||||||
offset_right = 40.0
|
offset_right = 40.0
|
||||||
offset_bottom = 40.0
|
offset_bottom = 40.0
|
||||||
texture = SubResource("ViewportTexture_rmol4")
|
texture = SubResource("ViewportTexture_rmol4")
|
||||||
|
|
Loading…
Reference in a new issue