Adds missing data
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e6391d9fdd
commit
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620 changed files with 47293 additions and 151 deletions
67
addons/cyclops_level_builder/shaders/outline_shader.tres
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67
addons/cyclops_level_builder/shaders/outline_shader.tres
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[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://cc5tovf48xmg1"]
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[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
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constant = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
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parameter_name = "ColorParameter"
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default_value_enabled = true
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default_value = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeLinearSceneDepth" id="VisualShaderNodeLinearSceneDepth_d3ao7"]
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pyrux"]
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default_input_values = [0, 0.0, 1, 1.0]
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec4 ColorParameter : source_color = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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uniform sampler2D depth_tex_frg_4 : hint_depth_texture;
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void fragment() {
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// ColorConstant:2
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vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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// ColorParameter:3
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vec4 n_out3p0 = ColorParameter;
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float n_out4p0;
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// LinearSceneDepth:4
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{
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float __log_depth = textureLod(depth_tex_frg_4, SCREEN_UV, 0.0).x;
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vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 1.0);
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__depth_view.xyz /= __depth_view.w;
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n_out4p0 = -__depth_view.z;
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}
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// FloatOp:5
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float n_in5p1 = 1.00000;
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float n_out5p0 = n_out4p0 + n_in5p1;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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EMISSION = vec3(n_out3p0.xyz);
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NORMAL_MAP_DEPTH = n_out5p0;
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}
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"
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graph_offset = Vector2(-10.4364, 103.709)
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nodes/fragment/0/position = Vector2(480, 140)
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nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
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nodes/fragment/2/position = Vector2(227.319, 156.469)
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nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
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nodes/fragment/3/position = Vector2(80, 280)
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nodes/fragment/4/node = SubResource("VisualShaderNodeLinearSceneDepth_d3ao7")
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nodes/fragment/4/position = Vector2(0, 560)
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nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_pyrux")
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nodes/fragment/5/position = Vector2(260, 520)
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nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 5, 4, 0, 5, 0, 5, 0, 0, 10)
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[gd_resource type="VisualShader" load_steps=3 format=3 uid="uid://c33k8fbmgw46b"]
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[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
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constant = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
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parameter_name = "ColorParameter"
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default_value_enabled = true
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default_value = Color(1, 1, 0, 1)
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[resource]
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code = "shader_type spatial;
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uniform vec4 ColorParameter : source_color = vec4(1.000000, 1.000000, 0.000000, 1.000000);
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void fragment() {
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// ColorConstant:2
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vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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// ColorParameter:3
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vec4 n_out3p0 = ColorParameter;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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EMISSION = vec3(n_out3p0.xyz);
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}
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"
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nodes/fragment/0/position = Vector2(480, 140)
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nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
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nodes/fragment/2/position = Vector2(227.319, 156.469)
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nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
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nodes/fragment/3/position = Vector2(80, 280)
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nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 5)
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60
addons/cyclops_level_builder/shaders/vertex_shader.tres
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60
addons/cyclops_level_builder/shaders/vertex_shader.tres
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[gd_resource type="Shader" format=3 uid="uid://dewb6ohh2wxv0"]
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[resource]
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code = "// NOTE: Shader automatically converted from Godot Engine 4.0.2.stable's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix,depth_draw_never,cull_disabled,diffuse_burley,specular_schlick_ggx,ambient_light_disabled,alpha_to_coverage;
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uniform float radius = 4;
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uniform sampler2D texture_emission : source_color, hint_default_black,filter_linear_mipmap,repeat_enable;
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uniform vec4 emission : source_color;
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uniform float emission_energy;
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uniform float alpha_scissor_threshold;
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uniform float alpha_antialiasing_edge;
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void vertex() {
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//UV=UV*uv1_scale.xy+uv1_offset.xy;
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vec4 model_pos_world = MODEL_MATRIX[3];
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// vec4 cam_origin_world = INV_VIEW_MATRIX[3];
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vec4 model_origin_cam_space = VIEW_MATRIX * model_pos_world;
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vec4 model_origin_proj_space = PROJECTION_MATRIX * VIEW_MATRIX * model_pos_world;
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model_origin_proj_space /= model_origin_proj_space.w;
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vec4 offset_proj_space = model_origin_proj_space + vec4(0.0, radius / VIEWPORT_SIZE.y, 0.0, 0.0);
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vec4 offset_cam_space = INV_PROJECTION_MATRIX * offset_proj_space;
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offset_cam_space /= offset_cam_space.w;
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vec4 radius_offset_cam_space = offset_cam_space - model_origin_cam_space;
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// float scale = length(model_origin_cam_space.xyz) * radius * 5.0 / VIEWPORT_SIZE.y;
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float scale = length(radius_offset_cam_space.xy) * 10.0;
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mat4 SCALE = mat4(vec4(scale, 0.0, 0.0, 0.0),
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vec4(0.0, scale, 0.0, 0.0),
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vec4(0.0, 0.0, scale, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]) * SCALE;
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MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 emission_tex = texture(texture_emission, base_uv);
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emission_tex *= COLOR * emission;
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ALBEDO = vec3(0.0, 0.0, 0.0);
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EMISSION = emission_tex.xyz;
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ALPHA = emission_tex.a;
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ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
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ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
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ALPHA_TEXTURE_COORDINATE = UV;
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}
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"
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