Adding some glow effects
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05476a13fc
commit
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6 changed files with 198 additions and 15 deletions
11
entities/scripts/glowling.gd
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11
entities/scripts/glowling.gd
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extends Node2D
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class_name Glowling
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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File diff suppressed because one or more lines are too long
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@ -15,10 +15,12 @@ run/main_scene="res://levels/test_level.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[display]
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window/stretch/mode="canvas_items"
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window/stretch/scale=2.0
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window/stretch/scale_mode="integer"
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[editor_plugins]
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[editor_plugins]
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enabled=PackedStringArray("res://addons/log/plugin.cfg")
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enabled=PackedStringArray("res://addons/log/plugin.cfg")
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[rendering]
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renderer/rendering_method="mobile"
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BIN
resources/particles/smallcircle.png
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BIN
resources/particles/smallcircle.png
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Binary file not shown.
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After Width: | Height: | Size: 812 B |
34
resources/particles/smallcircle.png.import
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resources/particles/smallcircle.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b0v24ggq57237"
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path="res://.godot/imported/smallcircle.png-8c648c542028291e1edb98fff4f52393.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://resources/particles/smallcircle.png"
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dest_files=["res://.godot/imported/smallcircle.png-8c648c542028291e1edb98fff4f52393.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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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=1
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71
shaders/fog.gdshader
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shaders/fog.gdshader
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shader_type canvas_item;
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// Credit for the original shader goes to Gonkee: https://github.com/Gonkee/Gonkees-Shaders/blob/master/fog.shader
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// Pixelate by Godot Shaders: https://godotshaders.com/shader/pixelate/
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uniform vec4 color : source_color;
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uniform int OCTAVES = 4;
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uniform bool enable_pixelation = true;
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uniform int pixelation_amount = 150;
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uniform sampler2D fog_mask; // Texture mask for fog control
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uniform vec2 fog_direction = vec2(1.0, 1.0); // Use -1 and 1 values to change direction. Increase the speed in that direction with values higher/lower than 1
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uniform bool scroll_noise_tex = false;
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uniform vec2 noise_scroll_direction = vec2(1.0, 0.0); // Direction to scroll the noise texture
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float rand(vec2 coord){
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return fract(sin(dot(coord, vec2(56, 78)) * 1000.0) * 1000.0);
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}
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float noise(vec2 coord){
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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float a = rand(i);
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float b = rand(i + vec2(1.0, 0.0));
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float c = rand(i + vec2(0.0, 1.0));
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float d = rand(i + vec2(1.0, 1.0));
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vec2 cubic = f * f * (3.0 - 2.0 * f);
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return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;
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}
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float fbm(vec2 coord){
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float value = 0.0;
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float scale = 0.5;
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for(int i = 0; i < OCTAVES; i++){
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value += noise(coord) * scale;
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coord *= 2.0;
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scale *= 0.5;
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}
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return value;
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}
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void fragment() {
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vec2 grid_uv = UV;
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if (enable_pixelation) {
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grid_uv = round(UV * float(pixelation_amount)) / float(pixelation_amount);
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}
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// Compute noise based on pixelated or non-pixelated coordinates
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vec2 coord = grid_uv * 20.0;
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// Scroll the noise texture if enabled
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if (scroll_noise_tex) {
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coord += noise_scroll_direction * TIME;
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}
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vec2 motion = vec2(fbm(coord + fog_direction * TIME));
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float final = fbm(coord + motion);
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// Get the fog density from the texture mask
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float mask_value = texture(fog_mask, UV).r; // Assuming the mask is grayscale
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// Modulate the fog density by the mask value
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final *= mask_value;
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// Use the alpha value of the color to control the overall fog opacity
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COLOR = vec4(color.rgb, final * color.a * 0.5);
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}
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