Implement dynamic shader selection
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					 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 float chaos : hint_range(0., 32.) = 1.;
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uniform float radius : hint_range(0., 1.) = 0.5;
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uniform float attenuation : hint_range(1., 5.) = 2.;
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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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										7
									
								
								assets/shaders/invert.gdshader
									
										
									
									
									
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								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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uniform int x_pixel_size : hint_range(1, 100);
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uniform int y_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) = 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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										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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								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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								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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								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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								assets/shaders/random-pool/pixelsort.gdshader
									
										
									
									
									
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								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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			@ -1,14 +1,70 @@
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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="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="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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[sub_resource type="GDScript" id="GDScript_mtsk5"]
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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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	$AnimationPlayer.play(\"kaleidoskope_1\");
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			@ -181,9 +237,8 @@ font_size = 104
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shadow_size = 0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_riy6b"]
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shader = ExtResource("4_lvys8")
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shader_parameter/x_pixel_size = 1
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shader_parameter/y_pixel_size = 15
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shader = ExtResource("4_v65hu")
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shader_parameter/sort = 1.21
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[sub_resource type="ViewportTexture" id="ViewportTexture_ff16u"]
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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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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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viewport_path = NodePath("RandomPasses/Pass2")
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		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -319,7 +376,7 @@ texture = SubResource("ViewportTexture_3bfaj")
 | 
			
		|||
size = Vector2i(1152, 648)
 | 
			
		||||
 | 
			
		||||
[node name="TextureRect" type="TextureRect" parent="RandomPasses/Pass3"]
 | 
			
		||||
material = SubResource("ShaderMaterial_wyd4s")
 | 
			
		||||
material = SubResource("ShaderMaterial_j7uru")
 | 
			
		||||
offset_right = 40.0
 | 
			
		||||
offset_bottom = 40.0
 | 
			
		||||
texture = SubResource("ViewportTexture_rmol4")
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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	Add table
		
		Reference in a new issue