4:3 Graphics Added, more of endgame finalized

This commit is contained in:
Pal
2026-04-09 03:51:17 -07:00
parent 6847af1f8b
commit 782592125a
51 changed files with 4985 additions and 83 deletions

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shader_type spatial;
render_mode unshaded, fog_disabled;
// Noise textures for bubble field and haze effect
group_uniforms noise_textures;
uniform sampler2D displacement_noise_texture: source_color;
uniform sampler2D panning_noise_texture: source_color;
uniform sampler2D haze_noise_texture: source_color;
// For adding a distortion effect of everything inside of the bubble field (screen space)
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
// Colours for the bubble field
group_uniforms colours;
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
// Adjustments for the distortion and displacement effects
group_uniforms adjustments;
// For adding wobble to field
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.15;
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
// Fresnel function to slightly highlight edges of the field
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void vertex() {
// This adds a wobble to the bubble/forcefield
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
vec3 displacement = NORMAL * noise_val * displacement_amount;
VERTEX += displacement;
}
void fragment() {
// Set up force field colour, using noise texture to mix the two
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
// Adding haze
// Create a distortion offset for the getting screen UV
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
// Add fresnel
float fresn = fresnel(5.0, NORMAL, VIEW);
ALBEDO = final_colour + distored_screen + fresn;
ALPHA = 0.3;
EMISSION = final_colour + fresn;
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shader_type spatial;
render_mode blend_mix,
cull_disabled,
depth_prepass_alpha,
shadows_disabled,
specular_disabled,
vertex_lighting;
uniform float warp_strength : hint_range(0.0, 1.0) = 0.0;
uniform float warp_speed : hint_range(0.0, 10.0) = 1.0;
uniform sampler2D albedo : source_color, filter_nearest;
uniform float alpha_scissor : hint_range(0, 1) = 0.5;
void fragment()
{
vec2 uv = UV;
uv.x += sin(TIME * warp_speed + uv.y * 10.0) * warp_strength;
uv.y += cos(TIME * warp_speed + uv.x * 10.0) * warp_strength;
vec4 texture_color = texture(albedo, uv);
ALBEDO = texture_color.rgb;
ALPHA = texture_color.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor;
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shader_type spatial;
render_mode depth_draw_always, blend_mix;
uniform vec4 main_color : source_color;
uniform sampler2D noise_texture : source_color;
uniform vec4 emission : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float emission_energy = 1.0;
uniform float scroll_speed = 1.0;
uniform float alpha_threshold = 0.0;
uniform bool use_threshold = false;
uniform bool invert_boost_direction = false;
uniform bool fade_emission = true;
/*
fade_mode:
0 = Cylinder end fade (independent top/bottom)
1 = Box edge fade (independent -X/+X/-Z/+Z)
*/
uniform int fade_mode = 0;
/* Feathering in local units */
uniform float fade_softness : hint_range(0.0001, 1.0) = 0.02;
/* =========================
CYLINDER (local units)
=========================
For your cylinder height = 0.4 -> half height = 0.2
*/
uniform float cylinder_half_height : hint_range(0.0, 100.0) = 0.2;
/* Independent end fade depths (how far it fades inward from each end) */
uniform float cylinder_fade_bottom : hint_range(0.0, 10.0) = 0.10; // y = -half_height
uniform float cylinder_fade_top : hint_range(0.0, 10.0) = 0.05; // y = +half_height
/* =========================
BOX (local units)
=========================
For size (1, 0.01, 1) -> half extents (0.5, 0.005, 0.5)
*/
uniform vec3 box_half_extents = vec3(0.5, 0.005, 0.5);
/* Independent side fades */
uniform float box_fade_x_neg : hint_range(0.0, 1.0) = 0.12; // left (-X)
uniform float box_fade_x_pos : hint_range(0.0, 1.0) = 0.12; // right (+X)
uniform float box_fade_z_neg : hint_range(0.0, 1.0) = 0.12; // back (-Z)
uniform float box_fade_z_pos : hint_range(0.0, 1.0) = 0.12; // front (+Z)
/* (Optional) if you ever want thickness/top/bottom fades, enable later:
uniform float box_fade_y_neg : hint_range(0.0, 1.0) = 0.0;
uniform float box_fade_y_pos : hint_range(0.0, 1.0) = 0.0;
*/
varying vec3 v_local_pos;
void vertex() {
v_local_pos = VERTEX; // local/object space
}
float soft_edge(float dist_to_edge, float depth, float softness) {
if (depth <= 0.0) return 1.0;
float s = max(softness, 1e-6);
return smoothstep(0.0, depth + s, dist_to_edge);
}
void fragment() {
// Noise scroll (UV only for sampling; fade uses local position)
vec2 moving_uv = UV;
if (invert_boost_direction) moving_uv.y += TIME * scroll_speed;
else moving_uv.y -= TIME * scroll_speed;
vec4 n = texture(noise_texture, moving_uv);
float noise_value = n.r;
float fade_mask = 1.0;
if (fade_mode == 0) {
// ===== Cylinder independent ends =====
// dist from bottom end plane (y = -half_height), increasing inward
float dist_bottom = (v_local_pos.y + cylinder_half_height);
// dist from top end plane (y = +half_height), increasing inward
float dist_top = (cylinder_half_height - v_local_pos.y);
float fb = soft_edge(dist_bottom, cylinder_fade_bottom, fade_softness);
float ft = soft_edge(dist_top, cylinder_fade_top, fade_softness);
fade_mask = fb * ft;
} else {
// ===== Box independent sides (-X/+X/-Z/+Z) =====
float dist_x_neg = (v_local_pos.x + box_half_extents.x); // from -X side
float dist_x_pos = (box_half_extents.x - v_local_pos.x); // from +X side
float dist_z_neg = (v_local_pos.z + box_half_extents.z); // from -Z side
float dist_z_pos = (box_half_extents.z - v_local_pos.z); // from +Z side
float fxn = soft_edge(dist_x_neg, box_fade_x_neg, fade_softness);
float fxp = soft_edge(dist_x_pos, box_fade_x_pos, fade_softness);
float fzn = soft_edge(dist_z_neg, box_fade_z_neg, fade_softness);
float fzp = soft_edge(dist_z_pos, box_fade_z_pos, fade_softness);
fade_mask = fxn * fxp * fzn * fzp;
}
ALBEDO = main_color.rgb;
vec3 emiss = emission.rgb * emission_energy * n.rgb;
if (fade_emission) emiss *= fade_mask;
EMISSION = emiss;
float alpha = main_color.a * noise_value * fade_mask;
if (use_threshold && alpha < alpha_threshold) discard;
else ALPHA = alpha;
}

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shader_type spatial;
render_mode unshaded, fog_disabled;
// Noise textures for bubble field and haze effect
group_uniforms noise_textures;
uniform sampler2D displacement_noise_texture: source_color;
uniform sampler2D panning_noise_texture: source_color;
uniform sampler2D haze_noise_texture: source_color;
// For adding a distortion effect of everything inside of the bubble field (screen space)
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
// Colours for the bubble field
group_uniforms colours;
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
// Adjustments for the distortion and displacement effects
group_uniforms adjustments;
// For adding wobble to field
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.15;
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
// Fresnel function to slightly highlight edges of the field
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void vertex() {
// This adds a wobble to the bubble/forcefield
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
vec3 displacement = NORMAL * noise_val * displacement_amount;
VERTEX += displacement;
}
void fragment() {
// Set up force field colour, using noise texture to mix the two
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
// Adding haze
// Create a distortion offset for the getting screen UV
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
// Add fresnel
float fresn = fresnel(5.0, NORMAL, VIEW);
ALBEDO = final_colour + distored_screen + fresn;
ALPHA = 0.3;
EMISSION = final_colour + fresn;
}

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shader_type spatial;
render_mode unshaded, fog_disabled;
// Noise textures for bubble field and haze effect
group_uniforms noise_textures;
uniform sampler2D displacement_noise_texture: source_color;
uniform sampler2D panning_noise_texture: source_color;
uniform sampler2D haze_noise_texture: source_color;
// For adding a distortion effect of everything inside of the bubble field (screen space)
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
// Colours for the bubble field
group_uniforms colours;
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
// Adjustments for the distortion and displacement effects
group_uniforms adjustments;
// For adding wobble to field
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.05;
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.05;
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.05;
// Fresnel function to slightly highlight edges of the field
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void vertex() {
// This adds a wobble to the bubble/forcefield
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
vec3 displacement = NORMAL * noise_val * displacement_amount;
VERTEX += displacement;
}
void fragment() {
// Set up force field colour, using noise texture to mix the two
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
// Adding haze
// Create a distortion offset for the getting screen UV
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
// Add fresnel
float fresn = fresnel(5.0, NORMAL, VIEW);
ALBEDO = final_colour + distored_screen + fresn;
ALPHA = 0.2;
EMISSION = final_colour + fresn;
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