Move files and folders to new repo format to enable multi-project format

This commit is contained in:
2025-03-06 22:07:25 -08:00
parent 12cbb82ac9
commit a09f6ec5a5
3973 changed files with 1781 additions and 2938 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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[ext_resource type="Shader" path="res://src/vfx/shaders/PixelMelt.gdshader" id="1_ibjx1"]
[resource]
resource_local_to_scene = true
shader = ExtResource("1_ibjx1")
shader_parameter/progress = 1.0
shader_parameter/meltiness = 1.0

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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;
uniform bool reverse = false;
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
if (reverse)
uv.y += progress / UV.y;
else
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
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COLOR.a = 0.0;
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shader_type spatial;
render_mode cull_disabled, unshaded;
uniform sampler2D depth_texture : source_color, hint_depth_texture;
uniform sampler2D screen_texture : source_color, hint_screen_texture, repeat_disable, filter_nearest;
uniform bool enable_fog = true;
uniform vec3 fog_color : source_color;
uniform vec3 noise_color : source_color;
uniform float fog_distance : hint_range(1, 6000) = 100;
uniform float fog_fade_range : hint_range(1, 6000) = 50;
uniform bool enable_noise = true;
uniform float noise_time_fac : hint_range(0.1, 10) = 4;
uniform bool enable_color_limitation = true;
uniform int color_levels : hint_range(2, 256) = 32;
uniform bool enable_dithering = true;
uniform float dither_strength : hint_range(0.0, 1.0) = 0.3;
float hashOld12(vec2 p){
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453 + (sin((TIME)) / noise_time_fac)) ;
}
vec3 color_mix(vec3 a, vec3 b, float f ){
f = clamp(abs(f), 0,1);
float invf = 1.0 - f;
return (a*f) + (b*invf);
}
vec3 quantize_color(vec3 color, int levels) {
float quantizer = float(levels - 1);
return floor(color * quantizer + 0.5) / quantizer;
}
float dither(vec2 position, float brightness) {
int x = int(mod(position.x, 4.0));
int y = int(mod(position.y, 4.0));
int index = x + y * 4;
float dithering[16] = float[](
0.0, 0.5, 0.125, 0.625,
0.75, 0.25, 0.875, 0.375,
0.1875, 0.6875, 0.0625, 0.5625,
0.9375, 0.4375, 1.0, 0.8125
);
float threshold = dithering[index];
return brightness < threshold ? 0.0 : 1.0;
}
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
}
void fragment(){
vec3 screen_color = texture(screen_texture, SCREEN_UV).rgb;
vec2 screen_coords = SCREEN_UV * 2.0 - 1.0;
float depth = texture(depth_texture, SCREEN_UV).x;
vec3 ndc = vec3(screen_coords, depth);
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view.xyz /= view.w;
float linear_depth = -view.z;
float depth_mask_inv = clamp((linear_depth - (fog_distance - fog_fade_range)) / fog_fade_range, 0.0, 1.0);
vec3 final_color = screen_color;
if (enable_noise){
vec3 twocolornoise = color_mix(fog_color, noise_color, hashOld12(screen_coords));
final_color = color_mix(twocolornoise, final_color, depth_mask_inv);
}
if (enable_fog){
final_color = color_mix(fog_color, final_color, depth_mask_inv);
}
if (enable_color_limitation){
final_color = quantize_color(final_color, color_levels);
}
if (enable_dithering){
float brightness = dot(final_color, vec3(0.3, 0.59, 0.11));
brightness += dither_strength * (dither(FRAGCOORD.xy, brightness) - 0.5);
final_color *= (1.0 + dither_strength * (dither(FRAGCOORD.xy, brightness) - 0.5));
}
ALBEDO = final_color;
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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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// http://iquilezles.org/www/articles/smin/smin.htm
float smin( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return min(a, b) - h*h*0.25/k;
}
// http://iquilezles.org/www/articles/smin/smin.htm
float smax( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
// https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
float sph( vec3 i, vec3 f, vec3 c )
{
// random radius at grid vertex i+c (please replace this hash by
// something better if you plan to use this for a real application)
vec3 p = 17.0*fract( (i+c)*0.3183099+vec3(0.11,0.17,0.13) );
float w = fract( p.x*p.y*p.z*(p.x+p.y+p.z) );
float r = 0.7*w*w;
// distance to sphere at grid vertex i+c
return length(f-c) - r;
}
// https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
float sdBase( in vec3 p )
{
vec3 i = floor(p);
vec3 f = fract(p);
return min(min(min(sph(i,f,vec3(0,0,0)),
sph(i,f,vec3(0,0,1))),
min(sph(i,f,vec3(0,1,0)),
sph(i,f,vec3(0,1,1)))),
min(min(sph(i,f,vec3(1,0,0)),
sph(i,f,vec3(1,0,1))),
min(sph(i,f,vec3(1,1,0)),
sph(i,f,vec3(1,1,1)))));
}
// https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
float sdFbm(
in vec3 p,
in int detail,
in float rough,
in float inflate,
in float smooth_fac,
in float d)
{
float s = 1.0;
for( int i=0; i < min(int(detail), 12); i++ )
{
float n = s*sdBase(p);
n = smax(n,d - inflate*s, smooth_fac*s );
d = smin(n,d , smooth_fac*s );
p = mat3(vec3( 0.00, 1.60, 1.20),
vec3(-1.60, 0.72,-0.96),
vec3(-1.20,-0.96, 1.280))*p;
s = rough*s;
}
return d;
}

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shader_type spatial;
#include "sdf_noise.gdshaderinc"
render_mode unshaded;
render_mode depth_test_disabled, cull_front;
uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
group_uniforms Color;
uniform float col_distance_scale = 1.0;
uniform vec3 col_near : source_color = vec3(1.0);
uniform vec3 col_far : source_color = vec3(0.0);
uniform float emission_boost = 1.0;
group_uniforms;
group_uniforms SDFNoise;
uniform float sphere_radius = 0.5;
uniform float noise_scale = 1.0;
uniform int detail = 4;
uniform float rough = 0.5;
uniform float inflate = 0.1;
uniform float smooth_fac = 0.2;
uniform float step_mult = 1.0;
group_uniforms;
mat3 y_rot(float angle) {
return mat3(
vec3(cos(angle), 0.0, -sin(angle)),
vec3(0.0, 1.0, 0.0),
vec3(sin(angle), 0.0, cos(angle))
);
}
float sdf_map(vec3 pos) {
float sphere_dist = length(pos) - sphere_radius;
vec3 noise_offset = vec3(0.0, -TIME * 0.1, 0.0);
pos = y_rot(pos.y * 10.0) * pos;
pos = pos * noise_scale + noise_offset;
sphere_dist = sdFbm(pos, detail, rough, inflate, smooth_fac, sphere_dist);
return -sphere_dist;
}
void fragment() {
float depth = texture(depth_texture, SCREEN_UV).x;
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth * 2.0 - 1.0);
vec4 view_coords = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view_coords.xyz /= view_coords.w;
vec3 world_pos = (INV_VIEW_MATRIX * vec4(view_coords.xyz, 1.0)).xyz;
vec3 obj_position = (inverse(MODEL_MATRIX) * vec4(world_pos, 1.0)).xyz;
vec3 cam_pos = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
vec3 view_dir = normalize(obj_position - cam_pos);
vec3 cur_pos = obj_position;
for (int i = 0; i < 50; i++) {
float offset = sdf_map(cur_pos);
if (offset < -0.005) {break;}
cur_pos += view_dir * offset * step_mult;
}
float cur_dist = sdf_map(cur_pos);
float alpha = 1.0 - clamp(cur_dist * -100.0, 0.0, 1.0);
ALPHA = pow(alpha, 2.0);
float vol_depth = distance(obj_position, cur_pos);
float col_mix_fac = pow(1.0 - exp(-col_distance_scale * vol_depth), 2.0);
vec3 vol_color = mix(col_near, col_far, col_mix_fac);
ALBEDO = vol_color * emission_boost;
}

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