Refactors tree spawning and rendering: - Adds seasonal color variations for trees via scripts. - Introduces `ColorStorage` to manage tree and grass colors - Removes unused code from tree spawning logic. - Adjusts ground tile color for better visual appeal. - Hides debug text on ground tiles.
10 lines
No EOL
370 B
Text
10 lines
No EOL
370 B
Text
shader_type canvas_item;
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uniform sampler2D gradient_fallof;
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void light() {
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float calculated_light_value = max(0.0, dot(NORMAL, LIGHT_DIRECTION));
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float sample = clamp(calculated_light_value * LIGHT_ENERGY, 0.05, 0.95);
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vec4 shaded_texture = texture(gradient_fallof, vec2(sample, 0));
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LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * shaded_texture.rgb, LIGHT_COLOR.a);
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} |