Adds missing data
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620 changed files with 47293 additions and 151 deletions
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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