Void Room preliminary shaders added, boss1 materials added
This commit is contained in:
BIN
Zennysoft.Game.Ma/src/map/map shaders/CYM 1.0•32•512x512.png
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BIN
Zennysoft.Game.Ma/src/map/map shaders/CYM 1.0•32•512x512.png
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34
Zennysoft.Game.Ma/src/map/map shaders/FS148.JPG.import
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34
Zennysoft.Game.Ma/src/map/map shaders/FS148.JPG.import
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244
Zennysoft.Game.Ma/src/map/map shaders/GOGROOM Water.gdshader
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244
Zennysoft.Game.Ma/src/map/map shaders/GOGROOM Water.gdshader
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shader_type spatial;
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render_mode world_vertex_coords, cull_disabled;
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uniform sampler2D screen : hint_screen_texture, filter_linear_mipmap_anisotropic, repeat_disable;
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group_uniforms colours;
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uniform vec3 surfacecolour : source_color;
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uniform vec3 volumecolour : source_color;
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group_uniforms material;
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uniform float AirIOR = 1.0;
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uniform float IOR = 1.33;
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group_uniforms textures;
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uniform vec2 sampler1speed = vec2(0.02, 0.0);
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uniform vec2 sampler2speed = vec2(0.0, 0.02);
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uniform float samplermix : hint_range(0.0, 1.0, 0.1) = 0.5;
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uniform vec2 samplerscale = vec2(0.1);
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uniform sampler2D normal1tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform sampler2D normal2tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform float normalstrength : hint_range(0.0, 5.0, 0.01) = 1.0;
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uniform sampler2D height1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D height2tex : filter_linear_mipmap_anisotropic;
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uniform float heightstrength : hint_range(0.0, 5.0, 0.01) = 0.12;
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uniform sampler2D edge1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D edge2tex : filter_linear_mipmap_anisotropic;
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varying vec2 position;
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varying vec3 wposition;
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group_uniforms refraction;
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uniform float refrationamount : hint_range(0.0, 1.0, 0.01);
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uniform bool fog_underwater;
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group_uniforms edge;
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uniform float edge_size : hint_range(0.01, 0.5, 0.01) = 0.1;
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uniform bool foam_or_fade = false;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap, repeat_disable;
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group_uniforms screen_space_reflection;
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uniform float far_clip = 50.0;
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uniform int steps : hint_range(64, 1024, 16) = 512;
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uniform float ssr_screen_fade : hint_range(0.01, 0.5, 0.01) = 0.05;
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float schlickfresnel(float ior1, float ior2, vec3 view, vec3 norm) {
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float incident = dot(view, norm);
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float reflectance = pow(((ior2 - ior1)/(ior2 + ior1)), 2.0);
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float fresnelincident = reflectance + (1.0 - reflectance) * pow(1.0 - cos(incident), 5.0);
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return(fresnelincident / incident);
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}
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void vertex() {
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position = VERTEX.xz;
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UV = VERTEX.xz * samplerscale + (sampler1speed * TIME);
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UV2 = VERTEX.xz * samplerscale + (sampler2speed * TIME);
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float height = mix(texture(height1tex, UV),texture(height2tex, UV2),samplermix).x;
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VERTEX.y += (height - 0.5) * heightstrength;
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wposition = VERTEX;
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// Called for every vertex the material is visible on.
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}
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float snells_window(vec3 normal, vec3 view, float ior) {
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float cos_theta = dot(normal, view);
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return step(sqrt(1.0 - cos_theta * cos_theta) * ior, 1.0);
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}
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float linear_depth(float nonlinear_depth, mat4 inv_projection_matrix) {
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return 1.0 / (nonlinear_depth * inv_projection_matrix[2].w + inv_projection_matrix[3].w);
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}
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float nonlinear_depth(float linear_depth, mat4 inv_projection_matrix) {
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return (1.0 / linear_depth - inv_projection_matrix[3].w) / inv_projection_matrix[2].w;
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}
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vec2 view2uv(vec3 position_view_space, mat4 proj_m)
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||||
{
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vec4 position_clip_space = proj_m * vec4(position_view_space.xyz, 1.0);
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vec2 position_ndc = position_clip_space.xy / position_clip_space.w;
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return position_ndc.xy * 0.5 + 0.5;
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}
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float remap(float x, float min1, float max1, float min2, float max2) {
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return ((x - min1) / (max1 - min1) + min2) * (max2 - min2);
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}
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float remap1(float x, float min1, float max1) {
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return (x - min1) / (max1 - min1);
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}
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float edge_fade(vec2 uv, float size) {
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float x1 = clamp(remap1(uv.x, 0.0, size), 0.0, 1.0);
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float x2 = clamp(remap1(uv.x, 1.0, 1.0 - size), 0.0, 1.0);
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float y1 = clamp(remap1(uv.y, 0.0, size), 0.0, 1.0);
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float y2 = clamp(remap1(uv.y, 1.0, 1.0 - size), 0.0, 1.0);
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return x1*x2*y1*y2;
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}
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void fragment() {
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vec3 onorm = NORMAL;
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vec2 normmap = mix(texture(normal1tex, UV),texture(normal2tex, UV2),samplermix).xy;
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NORMAL += TANGENT * (normmap.x - 0.5) * normalstrength;
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NORMAL += BINORMAL * (normmap.y - 0.5) * normalstrength;
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vec3 wnorm = (vec4(NORMAL, 0.0) * VIEW_MATRIX).xyz;
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vec3 wview = (vec4(VIEW, 0.0) * VIEW_MATRIX).xyz;
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if (FRONT_FACING) {
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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SPECULAR = 0.0;
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float fres = schlickfresnel(AirIOR, IOR, VIEW, NORMAL);
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ALBEDO = surfacecolour * fres;
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// REFRACTION
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float lineardepth = linear_depth(texture(DEPTH_TEXTURE, SCREEN_UV).r, INV_PROJECTION_MATRIX);
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float selfdepth = -VERTEX.z;
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float depth_diff = lineardepth - selfdepth;
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vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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vec2 refracted_uv = SCREEN_UV + (tanx + tany).xy * refrationamount * depth_diff / lineardepth;
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float newdepth = linear_depth(texture(DEPTH_TEXTURE, refracted_uv).r, INV_PROJECTION_MATRIX);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (depth_diff * 1.0), 0.0, 1.0));
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EMISSION = newvolcolour * texture(screen, refracted_uv).rgb;
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if (newdepth < selfdepth) {
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EMISSION = newvolcolour * texture(screen, SCREEN_UV).rgb;
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}
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// SSR
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vec3 reflected = -reflect(VIEW, NORMAL);
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vec3 pos = VERTEX;
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int curstep = 0;
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||||
bool finished = false;
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vec2 uv;
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||||
float currentdepth;
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||||
while (curstep < steps) {
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float step_scale = float(curstep + 1) / float(steps);
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||||
float step_dist = step_scale * step_scale * far_clip;
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pos += reflected * step_dist;
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curstep += 1;
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currentdepth = -pos.z;
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||||
uv = view2uv(pos, PROJECTION_MATRIX);
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||||
if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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||||
break;
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||||
}
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||||
float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
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||||
if (testdepth < currentdepth) {
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||||
finished = true;
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||||
break;
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||||
}
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||||
}
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||||
if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
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||||
METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
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||||
}
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||||
|
||||
// EDGE EFFECT
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||||
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||||
float distfromedge = depth_diff * dot(normalize(NORMAL), normalize(-VERTEX)) / VIEW.z;
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||||
if (distfromedge < edge_size) {
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||||
distfromedge /= edge_size;
|
||||
if (foam_or_fade) {
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||||
ALPHA = distfromedge;
|
||||
} else {
|
||||
float edgetex = mix(texture(edge1tex, UV).r, texture(edge2tex, UV2).r, samplermix);
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||||
if (edgetex > distfromedge) {
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||||
ALBEDO = vec3(1.0);
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||||
ROUGHNESS = 1.0;
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||||
METALLIC = 1.0;
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||||
EMISSION = vec3(0.0);
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||||
NORMAL = onorm;
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||||
}
|
||||
}
|
||||
}
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||||
|
||||
} else {
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||||
|
||||
// SNELLS WINDOW
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||||
float window = snells_window(wnorm, wview, IOR);
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||||
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||||
if (window > 0.5) {
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||||
ROUGHNESS = 1.0;
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||||
METALLIC = 1.0;
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||||
ALBEDO = vec3(0.0);
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||||
SPECULAR = 0.0;
|
||||
float linear_depth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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||||
float selfdepth = 1.0 / (FRAGCOORD.z * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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||||
float depth_diff = linear_depth - selfdepth;
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||||
vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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||||
vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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||||
float newdepth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV + (tanx + tany).xy * refrationamount).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (selfdepth * 1.0), 0.0, 1.0));
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if (!fog_underwater) {
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newvolcolour = vec3(1.0);
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||||
}
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EMISSION = newvolcolour * texture(screen, SCREEN_UV + (tanx + tany).xy * refrationamount).rgb;
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} else {
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ALBEDO = surfacecolour;
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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// SSR
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||||
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vec3 reflected = -reflect(VIEW, NORMAL);
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||||
vec3 pos = VERTEX;
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||||
int curstep = 0;
|
||||
bool finished = false;
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||||
vec2 uv;
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||||
float currentdepth;
|
||||
while (curstep < steps) {
|
||||
float step_scale = float(curstep + 1) / float(steps);
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||||
float step_dist = step_scale * step_scale * far_clip;
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||||
pos += reflected * step_dist;
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||||
curstep += 1;
|
||||
currentdepth = -pos.z;
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||||
uv = view2uv(pos, PROJECTION_MATRIX);
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||||
if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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||||
break;
|
||||
}
|
||||
float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
|
||||
if (testdepth < currentdepth) {
|
||||
finished = true;
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||||
break;
|
||||
}
|
||||
}
|
||||
if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
|
||||
METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
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uid://beg8sp6kw66w8
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source_file="res://src/map/map shaders/Groovey 1.0•32•512x512.png"
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
|
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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46
Zennysoft.Game.Ma/src/map/map shaders/VOID GLASS.gdshader
Normal file
46
Zennysoft.Game.Ma/src/map/map shaders/VOID GLASS.gdshader
Normal file
@@ -0,0 +1,46 @@
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shader_type spatial;
|
||||
render_mode diffuse_burley, specular_schlick_ggx, blend_mix;
|
||||
|
||||
group_uniforms albedo;
|
||||
uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
uniform sampler2D albedo_texture : source_color, hint_default_white;
|
||||
|
||||
group_uniforms roughness;
|
||||
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
|
||||
uniform sampler2D roughness_texture : hint_roughness_r;
|
||||
|
||||
group_uniforms normal;
|
||||
uniform float normal_strength : hint_range(-16.0, 16.0) = 1.0;
|
||||
uniform sampler2D normal_map : hint_normal;
|
||||
|
||||
group_uniforms misc;
|
||||
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
float SchlickFresnel(float u) {
|
||||
float m = 1.0 - u;
|
||||
float m2 = m * m;
|
||||
return m2 * m2 * m;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// calculate fresnel values
|
||||
float VdotN = dot(VIEW, NORMAL);
|
||||
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
|
||||
|
||||
// sample and mix textures
|
||||
vec4 _albedo = texture(albedo_texture, UV) * albedo;
|
||||
float _roughness = texture(roughness_texture, UV).r * roughness;
|
||||
|
||||
// apply glass look
|
||||
float a = mix(0.001, 1.0, _albedo.a);
|
||||
ALPHA = mix(fresnel * edge_color.a, 1.0, a);
|
||||
ALBEDO = mix(edge_color.rgb * edge_color.a, _albedo.rgb, a);
|
||||
|
||||
ROUGHNESS = _roughness;
|
||||
NORMAL_MAP = texture(normal_map, UV).xyz;
|
||||
NORMAL_MAP_DEPTH = normal_strength;
|
||||
|
||||
// function to compensate specular for alpha blend
|
||||
// 0.5 * ALPHA^-0.5
|
||||
SPECULAR = 0.5 * inversesqrt(ALPHA);
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dra2fnoyyinii
|
||||
35
Zennysoft.Game.Ma/src/map/map shaders/VOID PORTAL.gdshader
Normal file
35
Zennysoft.Game.Ma/src/map/map shaders/VOID PORTAL.gdshader
Normal file
@@ -0,0 +1,35 @@
|
||||
shader_type spatial;
|
||||
render_mode unshaded, cull_disabled;
|
||||
|
||||
uniform float strength : hint_range(0.0, 1.0) = 0.4;
|
||||
uniform float speed : hint_range(0.0, 2.0) = 0.333;
|
||||
uniform vec2 screen_resolution = vec2(1280.0, 720.0); // Must be set from GDScript
|
||||
|
||||
void fragment() {
|
||||
float t = TIME * speed;
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
|
||||
// Convert SCREEN_UV to range [-1, 1], centering it
|
||||
vec2 pos = SCREEN_UV * 2.0 - 1.0;
|
||||
|
||||
// Preserve aspect ratio manually using the screen resolution uniform
|
||||
pos.y *= (screen_resolution.y / screen_resolution.x);
|
||||
|
||||
pos *= 4.0; // Scale up for a larger effect
|
||||
|
||||
for (float k = 1.0; k < 7.0; k += 1.0) {
|
||||
pos.x += strength * sin(2.0 * t + k * 1.5 * pos.y) + t * 0.5;
|
||||
pos.y += strength * cos(2.0 * t + k * 1.5 * pos.x);
|
||||
}
|
||||
|
||||
// Color calculation using time and position
|
||||
col += 0.5 + 0.5 * cos(TIME + pos.xyx + vec3(0.0, 2.0, 4.0));
|
||||
|
||||
// Gamma correction
|
||||
col = pow(col, vec3(2.4545));
|
||||
|
||||
// Set final output
|
||||
ALBEDO = col;
|
||||
ALPHA = 1.0;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bpkmgenx50vof
|
||||
26
Zennysoft.Game.Ma/src/map/map shaders/VOIDSHADE.gdshader
Normal file
26
Zennysoft.Game.Ma/src/map/map shaders/VOIDSHADE.gdshader
Normal file
@@ -0,0 +1,26 @@
|
||||
shader_type spatial;
|
||||
render_mode unshaded, depth_draw_always; // NO LIGHTING!, "depth_draw_always" to 'fix' Z-ordering
|
||||
|
||||
uniform bool warp_ScreenSpace = false;
|
||||
uniform sampler2D texture_albedo : source_color, filter_nearest;
|
||||
|
||||
void fragment() {
|
||||
vec2 uv = vec2(0.0);
|
||||
|
||||
if(warp_ScreenSpace){
|
||||
uv = SCREEN_UV;
|
||||
}else{
|
||||
uv = UV;
|
||||
}
|
||||
|
||||
// TODO: ADD NOISE SAMPLER INSTEAD OF USING TRIG?
|
||||
|
||||
// TWEAK THE COEFFS AND/OR EQUATION FOR A DIFFERENT WARP PATTERN
|
||||
uv.x += sin(uv.y * 1.54 * PI + TIME) * cos(uv.y * 0.31 * PI + TIME) * 0.1;
|
||||
uv.y += cos(uv.x * 0.74 * PI + TIME) * -sin(uv.y * 1.64 * PI + TIME) * 0.1;
|
||||
|
||||
vec4 color = texture(texture_albedo, uv * 1.0);
|
||||
|
||||
ALBEDO = color.xyz;
|
||||
ALPHA = color.a;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ucyntjbf812l
|
||||
Reference in New Issue
Block a user