Adding procedural textures to the ground
This commit is contained in:
parent
f9e1a56615
commit
e0293db640
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assets/texture/sky.png
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assets/texture/sky.png
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@ -2,16 +2,16 @@
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importer="texture"
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importer="texture"
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type="CompressedTexture2D"
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type="CompressedTexture2D"
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uid="uid://dtvde6oxrfuk1"
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uid="uid://c84bc7d0f8gtn"
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path="res://.godot/imported/ground.jpg-2eec989771def1cab2ea361da548425a.ctex"
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path="res://.godot/imported/sky.png-797942cf14c3d3c2fe0d423f60874e07.ctex"
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metadata={
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metadata={
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"vram_texture": false
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"vram_texture": false
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}
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}
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[deps]
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[deps]
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source_file="res://assets/texture/ground.jpg"
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source_file="res://assets/texture/sky.png"
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dest_files=["res://.godot/imported/ground.jpg-2eec989771def1cab2ea361da548425a.ctex"]
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dest_files=["res://.godot/imported/sky.png-797942cf14c3d3c2fe0d423f60874e07.ctex"]
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[params]
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[params]
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@ -21,7 +21,7 @@ compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/hdr_compression=1
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/generate=false
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mipmaps/limit=-1
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mipmaps/limit=-1
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roughness/mode=0
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roughness/mode=0
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roughness/src_normal=""
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roughness/src_normal=""
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assets/texture/sol_gamejam_fleurs.png
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assets/texture/sol_gamejam_fleurs.png
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assets/texture/sol_gamejam_fleurs.png.import
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assets/texture/sol_gamejam_fleurs.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://bkwi6yurko7gm"
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path="res://.godot/imported/sol_gamejam_fleurs.png-6738458a238310dbe8f60c5cf63411e2.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://assets/texture/sol_gamejam_fleurs.png"
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dest_files=["res://.godot/imported/sol_gamejam_fleurs.png-6738458a238310dbe8f60c5cf63411e2.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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||||||
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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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assets/texture/sol_gamejam_mort.png
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assets/texture/sol_gamejam_mort.png
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assets/texture/sol_gamejam_mort.png.import
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assets/texture/sol_gamejam_mort.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://6h5ieh6ba7re"
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path="res://.godot/imported/sol_gamejam_mort.png-7c2094d2cb902ffcfaa9567b3e7302ae.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://assets/texture/sol_gamejam_mort.png"
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dest_files=["res://.godot/imported/sol_gamejam_mort.png-7c2094d2cb902ffcfaa9567b3e7302ae.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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BIN
assets/texture/sol_gamejam_normal.png
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assets/texture/sol_gamejam_normal.png
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assets/texture/sol_gamejam_normal.png.import
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assets/texture/sol_gamejam_normal.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c85s1vwryvngb"
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path="res://.godot/imported/sol_gamejam_normal.png-1de8f8345ab1c6fba1ed806c59d2001e.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://assets/texture/sol_gamejam_normal.png"
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dest_files=["res://.godot/imported/sol_gamejam_normal.png-1de8f8345ab1c6fba1ed806c59d2001e.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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@ -1,21 +1,72 @@
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[gd_scene load_steps=5 format=3 uid="uid://d3hul8b7hlmj7"]
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[gd_scene load_steps=14 format=3 uid="uid://d3hul8b7hlmj7"]
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[ext_resource type="Script" path="res://scripts/map.gd" id="1_3np0o"]
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[ext_resource type="Script" path="res://scripts/map.gd" id="1_3np0o"]
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[ext_resource type="PackedScene" uid="uid://6ferubyu2uy1" path="res://scenes/Scanners.tscn" id="1_6mlj0"]
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[ext_resource type="PackedScene" uid="uid://6ferubyu2uy1" path="res://scenes/Scanners.tscn" id="1_6mlj0"]
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[ext_resource type="Texture2D" uid="uid://dtvde6oxrfuk1" path="res://assets/texture/ground.jpg" id="3_20ci8"]
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[ext_resource type="PackedScene" path="res://objects/Animal.tscn" id="4_pkphc"]
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[ext_resource type="PackedScene" uid="uid://cj457q2fx5mim" path="res://objects/Animal.tscn" id="4_pkphc"]
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[ext_resource type="Texture2D" uid="uid://c84bc7d0f8gtn" path="res://assets/texture/sky.png" id="4_uy8vn"]
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[ext_resource type="Texture2D" uid="uid://bkwi6yurko7gm" path="res://assets/texture/sol_gamejam_fleurs.png" id="5_6sl35"]
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[ext_resource type="Shader" path="res://scripts/shaders/TextureSplit.gdshader" id="5_iqvbx"]
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[ext_resource type="Texture2D" uid="uid://6h5ieh6ba7re" path="res://assets/texture/sol_gamejam_mort.png" id="6_wj5l3"]
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[ext_resource type="Texture2D" uid="uid://c85s1vwryvngb" path="res://assets/texture/sol_gamejam_normal.png" id="7_iuq0o"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_h3thu"]
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shader = ExtResource("5_iqvbx")
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shader_parameter/data_texture_size = null
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shader_parameter/texture_low_threshold = 0.3
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shader_parameter/texture_high_threshold = 0.7
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shader_parameter/dimension = null
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shader_parameter/texture_size = Vector2(384, 216)
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shader_parameter/smooth_change_range = 0.15
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shader_parameter/texture_low = ExtResource("6_wj5l3")
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shader_parameter/texture_medium = ExtResource("7_iuq0o")
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shader_parameter/texture_high = ExtResource("5_6sl35")
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_rhtup"]
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load_path = "res://.godot/imported/normal.png-c44c610586e914477a8ee139158bfa7e.ctex"
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[sub_resource type="Gradient" id="Gradient_u5wcm"]
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offsets = PackedFloat32Array(1)
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colors = PackedColorArray(0.481789, 0.481789, 0.481789, 0)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_hwe6p"]
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gradient = SubResource("Gradient_u5wcm")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_4rqj7"]
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shader = ExtResource("5_iqvbx")
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shader_parameter/data_texture_size = Vector2(1000, 1000)
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shader_parameter/texture_low_threshold = 0.3
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shader_parameter/texture_high_threshold = 0.711
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shader_parameter/dimension = 1
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shader_parameter/texture_size = Vector2(100, 100)
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shader_parameter/smooth_change_range = 0.0
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shader_parameter/texture_medium = SubResource("GradientTexture1D_hwe6p")
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[node name="Map" type="Node2D"]
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[node name="Map" type="Node2D"]
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script = ExtResource("1_3np0o")
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script = ExtResource("1_3np0o")
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[node name="Scanners" parent="." instance=ExtResource("1_6mlj0")]
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[node name="Scanners" parent="." instance=ExtResource("1_6mlj0")]
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[node name="OutOfBound" type="Polygon2D" parent="."]
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z_index = -3
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texture_repeat = 2
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texture = ExtResource("4_uy8vn")
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texture_scale = Vector2(5, 5)
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[node name="Ground" type="Polygon2D" parent="."]
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[node name="Ground" type="Polygon2D" parent="."]
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z_index = -2
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texture_repeat = 2
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material = SubResource("ShaderMaterial_h3thu")
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texture = SubResource("CompressedTexture2D_rhtup")
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texture_scale = Vector2(5, 5)
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[node name="Fertility" type="Polygon2D" parent="."]
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visible = false
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z_index = -1
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z_index = -1
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texture_repeat = 2
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texture_repeat = 2
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texture = ExtResource("3_20ci8")
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material = SubResource("ShaderMaterial_4rqj7")
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color = Color(1, 1, 1, 0)
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texture_scale = Vector2(5, 5)
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texture_scale = Vector2(5, 5)
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polygon = PackedVector2Array(571, 76, 228, 282, 987, 657, 1379, 208)
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polygon = PackedVector2Array(27, 788, 54, 1452, 1715, 1163, 1439, -501, -416, -340)
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[node name="Animals" type="Node" parent="."]
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[node name="Animals" type="Node" parent="."]
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@ -16,7 +16,6 @@ func _process(delta):
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if Input.is_action_pressed("grab"):
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if Input.is_action_pressed("grab"):
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var grabbing_movement = mouse_last_global_position - get_global_mouse_position()
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var grabbing_movement = mouse_last_global_position - get_global_mouse_position()
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print(grabbing_movement)
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movement += grabbing_movement
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movement += grabbing_movement
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var mouse_pos = get_viewport().get_mouse_position()
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var mouse_pos = get_viewport().get_mouse_position()
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@ -2,16 +2,31 @@ class_name Map
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extends Node2D
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extends Node2D
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const OUT_OF_BOUND_DIST = 2000
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@export var n_animals_to_liberate := 4
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@export var n_animals_to_liberate := 4
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func _ready():
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func _ready():
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var map_size = GameTerrain.TERRAIN_SIZE * GameTerrain.MAP_RATIO
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var map_size = GameTerrain.TERRAIN_SIZE * GameTerrain.MAP_RATIO
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$Ground.set_polygon(PackedVector2Array([
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for polygon in [$Ground, $Fertility]:
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Vector2(0,0),
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polygon.set_polygon(PackedVector2Array([
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Vector2(map_size.x, 0),
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Vector2(0,0),
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Vector2(map_size.x, map_size.y),
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Vector2(map_size.x, 0),
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Vector2(0, map_size.y),
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Vector2(map_size.x, map_size.y),
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Vector2(0, map_size.y),
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]))
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polygon.material.set_shader_parameter("data_texture", GameTerrain.texture)
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polygon.material.set_shader_parameter(
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"data_texture_size",
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GameTerrain.TERRAIN_SIZE * GameTerrain.MAP_RATIO
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)
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$OutOfBound.set_polygon(PackedVector2Array([
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Vector2(-OUT_OF_BOUND_DIST,-OUT_OF_BOUND_DIST),
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Vector2(map_size.x + OUT_OF_BOUND_DIST, -OUT_OF_BOUND_DIST),
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Vector2(map_size.x + OUT_OF_BOUND_DIST, map_size.y + OUT_OF_BOUND_DIST),
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Vector2(-OUT_OF_BOUND_DIST, map_size.y + OUT_OF_BOUND_DIST),
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]))
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]))
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func _on_gui_scanner_selected(type : Scanners.Type):
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func _on_gui_scanner_selected(type : Scanners.Type):
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57
scripts/shaders/TextureSplit.gdshader
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shader_type canvas_item;
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#define pow2(x) (x * x)
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#define iResolution 1.0/SCREEN_PIXEL_SIZE
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uniform sampler2D data_texture;
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uniform vec2 data_texture_size;
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uniform sampler2D texture_low : filter_nearest, repeat_enable;
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uniform float texture_low_threshold : hint_range(0, 1) = 0.3;
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uniform sampler2D texture_medium : filter_nearest, repeat_enable;
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uniform sampler2D texture_high : filter_nearest, repeat_enable;
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uniform float texture_high_threshold : hint_range(0, 1) = 0.7;
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uniform int dimension;
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uniform vec2 texture_size = vec2(100,100);
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uniform float smooth_change_range = 0.15;
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varying vec2 vert;
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void vertex() {
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vert = VERTEX;
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}
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void fragment() {
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vec4 pixel_color = texture(data_texture, vert/data_texture_size);
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float value = pixel_color.x;
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if (dimension == 1) value = pixel_color.y;
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if (dimension == 2) value = pixel_color.z;
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vec4 color = texture(texture_medium, vert/texture_size);
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if (value < texture_low_threshold)
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color =
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min(
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(texture_low_threshold - value) / smooth_change_range,
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1.0
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) * texture(texture_low, vert/texture_size)
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+ (1.0 - min(
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(texture_low_threshold - value) / smooth_change_range,
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1.0
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)
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) * texture(texture_medium, vert/texture_size);
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if (value > texture_high_threshold)
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color =
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min(
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(value - texture_high_threshold) / smooth_change_range,
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1.0
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) * texture(texture_high, vert/texture_size)
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+ (1.0 - min(
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(value - texture_high_threshold) / smooth_change_range,
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1.0
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)
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||||||
|
) * texture(texture_medium, vert/texture_size);
|
||||||
|
|
||||||
|
COLOR = color;
|
||||||
|
}
|
||||||
@ -151,11 +151,29 @@ func get_stat(
|
|||||||
func setup_texture(
|
func setup_texture(
|
||||||
levels : Vector3i
|
levels : Vector3i
|
||||||
):
|
):
|
||||||
|
var water_noise := generate_noise()
|
||||||
|
var fertility_noise := generate_noise()
|
||||||
|
|
||||||
for x in range(0, TERRAIN_SIZE.x) :
|
for x in range(0, TERRAIN_SIZE.x) :
|
||||||
for y in range(0, TERRAIN_SIZE.y):
|
for y in range(0, TERRAIN_SIZE.y):
|
||||||
set_pixel(Vector2i(x,y), levels)
|
set_pixel(
|
||||||
|
Vector2i(x,y),
|
||||||
|
Vector3i(
|
||||||
|
color_value_to_level(water_noise.get_noise_2d(x, y)),
|
||||||
|
color_value_to_level(fertility_noise.get_noise_2d(x, y)/2),
|
||||||
|
-5
|
||||||
|
)
|
||||||
|
)
|
||||||
update_texture()
|
update_texture()
|
||||||
|
|
||||||
|
func generate_noise() -> Noise:
|
||||||
|
var noise := FastNoiseLite.new()
|
||||||
|
noise.seed = randi()
|
||||||
|
noise.fractal_lacunarity = 1
|
||||||
|
noise.frequency = 0.005
|
||||||
|
|
||||||
|
return noise
|
||||||
|
|
||||||
func update_texture():
|
func update_texture():
|
||||||
texture.update(image)
|
texture.update(image)
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user