Attempt to bring in other branch

This commit is contained in:
2024-09-18 16:51:27 -07:00
1389 changed files with 64824 additions and 2665 deletions

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shader_type canvas_item;
/**
Color to use for the shock.
*/
uniform vec3 shock_color : source_color = vec3(1.0, 0.0, 0.0);
/**
Initial amplitude of the shock. This will start at this amplitude and
gradually attenuate.
*/
uniform float amplitude = 30.0;
uniform float progress: hint_range(0.0, 1.0) = -1.0;
/**
How fast shold it move side to side, more frequency means it'll move more quickly
side to side.
*/
uniform float frequecy = 10.0;
void vertex() {
float exponent = mod(progress, 3.0);
VERTEX.x += amplitude * exp(-3.0*exponent) * sin(frequecy*exponent);
}
void fragment() {
float exponent = mod(progress, 3.0);
vec3 normal_color = texture(TEXTURE, UV).rgb;
COLOR.rgb = normal_color + shock_color * exp(-3.0*exponent);
}

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shader = ExtResource("1_ibjx1")
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shader_type canvas_item;
// Animate from 0 to 1
uniform float progress: hint_range(0.0, 1.0) = 0.0;
// How jagged each band of melting pixels are
uniform float meltiness: hint_range(0.0, 16.0) = 1.0;
float psuedo_rand(float x) {
return mod(x * 2048103.0 + cos(x * 1912.0), 1.0);
}
void fragment() {
vec2 uv = UV;
// Move pixels near the top faster
uv.y -= progress / UV.y;
// Created jagged edges for each pixel on the x-axis
uv.y -= progress * meltiness * psuedo_rand(UV.x - mod(UV.x, TEXTURE_PIXEL_SIZE.x));
COLOR = texture(TEXTURE, uv);
// "delete" pixels out of range
if (uv.y <= 0.0) {
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shader_type spatial;
render_mode unshaded, shadows_disabled, depth_test_disabled, depth_draw_never;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform int color_depth : hint_range(1, 8) = 5;
uniform bool dithering = true;
uniform int resolution_scale = 4;
int dithering_pattern(ivec2 fragcoord) {
const int pattern[] = {
-4, +0, -3, +1,
+2, -2, +3, -1,
-3, +1, -4, +0,
+3, -1, +2, -2
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x];
}
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
}
void fragment() {
ivec2 uv = ivec2(FRAGCOORD.xy / float(resolution_scale));
vec3 color = texelFetch(SCREEN_TEXTURE, uv * resolution_scale, 0).rgb;
// Convert from [0.0, 1.0] range to [0, 255] range
ivec3 c = ivec3(round(color * 255.0));
// Apply the dithering pattern
if (dithering) {
c += ivec3(dithering_pattern(uv));
}
// Truncate from 8 bits to color_depth bits
c >>= (8 - color_depth);
// Convert back to [0.0, 1.0] range
ALBEDO = vec3(c) / float(1 << color_depth);
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