Add shaders

pull/37/head
John Montagu, the 4th Earl of Sandvich 2024-06-04 13:57:02 -07:00
parent 627598b753
commit 09f90cedfc
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
3 changed files with 25 additions and 8 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=22 format=3 uid="uid://cumi1cbg6xfdd"]
[gd_scene load_steps=23 format=3 uid="uid://cumi1cbg6xfdd"]
[ext_resource type="PackedScene" uid="uid://clwv2owvk6abe" path="res://Scenes/BaseMap.tscn" id="1_oy3cp"]
[ext_resource type="Texture2D" uid="uid://c70cn53osy56w" path="res://Assets/Sprites/dev-tileset.png" id="2_2gdry"]
@ -11,6 +11,7 @@
[ext_resource type="Texture2D" uid="uid://chwwo6vmf8iri" path="res://Assets/Sprites/Props/tree-autumn-leaves-2.png" id="8_4laic"]
[ext_resource type="Texture2D" uid="uid://dhf2f5a1ty502" path="res://Assets/Sprites/Props/tree-autumn-leaves-1.png" id="8_hyhpu"]
[ext_resource type="Texture2D" uid="uid://crvbsxrda5gcj" path="res://Assets/Sprites/Props/tree-autumn-leaves-3.png" id="9_exvkw"]
[ext_resource type="PackedScene" uid="uid://rd08pot25h00" path="res://Characters/SnusDealer.tscn" id="12_eyny2"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_s1h2f"]
texture = ExtResource("2_2gdry")
@ -458,8 +459,8 @@ cell_size = 16.0
agent_radius = 8.0
[sub_resource type="NavigationPolygon" id="NavigationPolygon_8xwo5"]
vertices = PackedVector2Array(280, -232, 280, -120, 276, -120, 216, -232, 216, -40, 276, -72, 296, -72, 296, -88, 392, -88, 392, -136, 472, -136, 472, -40, 440, -40, 440, 8, 488, 8, 488, 24, 440, 24, 440, 72, 424, 72, 424, 24, 424, 8, 376, 24, 376, 8, 424, -40, 296, -40, 296, -56, 276, -56, 276, -40)
polygons = Array[PackedInt32Array]([PackedInt32Array(0, 1, 2, 3), PackedInt32Array(4, 3, 2, 5), PackedInt32Array(6, 7, 8), PackedInt32Array(8, 9, 10, 11, 12), PackedInt32Array(13, 14, 15, 16), PackedInt32Array(16, 17, 18, 19), PackedInt32Array(13, 16, 19, 20), PackedInt32Array(19, 21, 22, 20), PackedInt32Array(12, 13, 20, 23), PackedInt32Array(8, 12, 23), PackedInt32Array(8, 23, 24, 25), PackedInt32Array(6, 8, 25), PackedInt32Array(5, 6, 25, 26), PackedInt32Array(4, 5, 26), PackedInt32Array(4, 26, 27)])
vertices = PackedVector2Array(392, -88, 392, -136, 472, -136, 472, -40, 440, -40, 440, 8, 488, 8, 488, 24, 440, 24, 440, 72, 424, 72, 424, 24, 424, 8, 376, 24, 376, 8, 424, -40, 216, -40, 280, -88, 216, -232, 280, -232)
polygons = Array[PackedInt32Array]([PackedInt32Array(0, 1, 2, 3, 4), PackedInt32Array(5, 6, 7, 8), PackedInt32Array(8, 9, 10, 11), PackedInt32Array(5, 8, 11, 12), PackedInt32Array(11, 13, 14, 12), PackedInt32Array(4, 5, 12, 15), PackedInt32Array(0, 4, 15), PackedInt32Array(0, 15, 16, 17), PackedInt32Array(17, 16, 18, 19)])
outlines = Array[PackedVector2Array]([PackedVector2Array(208, -240, 208, -32, 416, -32, 416.001, -15.9759, 368.001, -15.9787, 368, 32, 416, 32, 416, 80, 448, 80, 448, 32, 496, 32, 496.001, -15.9713, 448.001, -15.9741, 448, -32, 480, -32, 480.008, -143.972, 384.008, -143.978, 384.006, -95.9778, 288, -96, 288, -240)])
source_geometry_mode = 1
source_geometry_group_name = &"navigation"
@ -479,6 +480,9 @@ Markers = NodePath("Markers")
AreaName = "Forest"
MapName = "Forest"
[node name="CanvasModulate" parent="." index="7"]
position = Vector2(0, 1)
[node name="StaticBody2D" type="StaticBody2D" parent="Props" index="0"]
y_sort_enabled = true
position = Vector2(0, -96)
@ -843,6 +847,13 @@ position = Vector2(1272, 0)
[node name="Campfire" parent="Entities" index="0" instance=ExtResource("3_ve4i2")]
position = Vector2(-24, -8)
[node name="SnusDealer" parent="Entities" index="1" node_paths=PackedStringArray("ThinkerStateMachine", "Sprite", "Inventory", "StateMachine") instance=ExtResource("12_eyny2")]
position = Vector2(79, -6)
ThinkerStateMachine = NodePath("Thinker")
Sprite = NodePath("Sprites/Sprite")
Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine")
[node name="Areas" parent="." index="10"]
visible = false

View File

@ -3,9 +3,5 @@ shader_type canvas_item;
uniform float amount : hint_range(0.5, 1.0, 0.01) = 1;
void fragment() {
// Place fragment code here.
//COLOR = texture(TEXTURE, UV);
if (UV.x > amount || UV.x < 1.0 - amount) {
COLOR.a = 0.0;
}
COLOR.a *= step(UV.x, amount) * step(1.0 - amount, UV.x);
}

View File

@ -0,0 +1,10 @@
shader_type canvas_item;
uniform float x_amount : hint_range(0.5, 1.0, 0.01) = 1;
uniform float y_amount : hint_range(0.5, 1.0, 0.01) = 0.5;
void fragment() {
COLOR.a *= step(UV.x, x_amount) * step(1.0 - x_amount, UV.x);
//COLOR.a *= step(1.0 - y_amount, UV.y) * step(UV.y, y_amount);
COLOR.a *= 1.0 - (step(1.0 - y_amount, UV.y) * step(UV.y, y_amount));
}