Added assetts for NPC animations and assetts for updated rooms.

This commit is contained in:
Pal
2025-09-16 06:01:38 -07:00
parent 7cbb93822b
commit faa9bcd66b
1306 changed files with 25332 additions and 2234 deletions

View File

@@ -1,26 +1,37 @@
shader_type spatial;
render_mode unshaded, depth_draw_always; // NO LIGHTING!, "depth_draw_always" to 'fix' Z-ordering
render_mode unshaded;
uniform bool warp_ScreenSpace = false;
uniform sampler2D texture_albedo : source_color, filter_nearest;
// Handles the concentric ripples
uniform float frequency: hint_range(0, 15, 0.01) = 4.0;
uniform float amplitude: hint_range(0, 3, 0.1) = 2.0;
uniform float ripple_rate : hint_range(0, 20.0, 1) = 5;
uniform float blending : hint_range(0.0, 1.0, 0.01) = 1.0;
// Handles the waves themselves
uniform float wave_amplitude: hint_range(0.001, 0.1, 0.001) = 0.05;
uniform float wave_frequency: hint_range(0, 15, 0.01) = 4.0;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap, repeat_disable;
vec2 wave(vec2 uv, float time) {
return vec2(
uv.x + sin(uv.y * wave_frequency + time) * wave_amplitude,
uv.y + sin(uv.x * wave_frequency + time) * wave_amplitude
);
}
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 * 2.54 * PI + TIME) * cos(uv.y * 2.31 * PI + TIME) * 2.1;
uv.y += cos(uv.x * 3.74 * PI + TIME) * -sin(uv.y * 3.64 * PI + TIME) * 1.1;
vec4 color = texture(texture_albedo, uv * 1.0);
ALBEDO = color.xyz;
ALPHA = color.a;
}
vec2 screen_pixel_size = 1.0 / VIEWPORT_SIZE;
vec2 center_position = -1.0 + 2.0 * UV;
float center_distance = length(center_position);
float ripple = sin(center_distance * -frequency * PI + ripple_rate * TIME) * amplitude / (center_distance + 1.0);
vec2 uv = FRAGCOORD.xy * screen_pixel_size + (center_position/center_distance) * ripple * wave_amplitude;
vec2 background_wave = wave(uv, TIME);
vec4 background_texture = texture(SCREEN_TEXTURE, background_wave) * sqrt(amplitude);
ALBEDO = background_texture.rgb;
ALPHA = blending;
}