Merge branch 'musique_et_son_3' of https://git.zacharie-guet.fr/zacharie/seeding-planets into musique_et_son_3

This commit is contained in:
2026-06-16 15:46:28 +02:00
502 changed files with 11724 additions and 2254 deletions

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@@ -4,8 +4,9 @@
[resource]
diffuse_mode = 3
specular_mode = 1
specular_mode = 2
albedo_texture = ExtResource("1_cc1ni")
metallic_specular = 0.0
roughness = 0.0
rim_tint = 0.48
stencil_flags = 2

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@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/borea.ogg-b575bef16c730ed2e0563c2eb6862766.og
[params]
loop=false
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

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@@ -2,6 +2,7 @@
importer="wav"
type="AudioStreamWAV"
<<<<<<<< HEAD:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav.import
uid="uid://dh3oho0pis6jv"
path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"
@@ -9,6 +10,15 @@ path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav"
dest_files=["res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"]
========
uid="uid://c6jdmdjncamcu"
path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"
[deps]
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav"
dest_files=["res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"]
>>>>>>>> f7f1d2be2c5b797138414266ce6324e8a3ff748f:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav.import
[params]

View File

@@ -2,6 +2,7 @@
importer="wav"
type="AudioStreamWAV"
<<<<<<<< HEAD:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav.import
uid="uid://c6jdmdjncamcu"
path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"
@@ -9,6 +10,15 @@ path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav"
dest_files=["res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"]
========
uid="uid://dh3oho0pis6jv"
path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"
[deps]
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav"
dest_files=["res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"]
>>>>>>>> f7f1d2be2c5b797138414266ce6324e8a3ff748f:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav.import
[params]

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@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://cam4vv1am40dy"
path="res://.godot/imported/drop.wav-b76e8a2f6f5f0c41737e74496f01ceaa.sample"
[deps]
source_file="res://common/audio_manager/assets/sfx/tractor_beam/drop.wav"
dest_files=["res://.godot/imported/drop.wav-b76e8a2f6f5f0c41737e74496f01ceaa.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

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@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://bdrdnli5k27a2"
path="res://.godot/imported/take.wav-d597c4daf1adbf3b061372ab36ef9940.sample"
[deps]
source_file="res://common/audio_manager/assets/sfx/tractor_beam/take.wav"
dest_files=["res://.godot/imported/take.wav-d597c4daf1adbf3b061372ab36ef9940.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

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@@ -69,6 +69,8 @@
[ext_resource type="AudioStream" uid="uid://53ixfbcd5qwu" path="res://common/audio_manager/assets/sfx/holo/holo_appear.wav" id="63_aedoe"]
[ext_resource type="AudioStream" uid="uid://dsijqgnnadgem" path="res://common/audio_manager/assets/sfx/holo/holo_disappear.wav" id="64_ge2sc"]
[ext_resource type="AudioStream" uid="uid://dscyqjujj1com" path="res://common/audio_manager/assets/sfx/unlock_tool/unlock_tool.wav" id="64_yr73o"]
[ext_resource type="AudioStream" uid="uid://bdrdnli5k27a2" path="res://common/audio_manager/assets/sfx/tractor_beam/take.wav" id="69_5rlid"]
[ext_resource type="AudioStream" uid="uid://cam4vv1am40dy" path="res://common/audio_manager/assets/sfx/tractor_beam/drop.wav" id="70_gfbcu"]
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_6o1yh"]
streams_count = 3
@@ -311,7 +313,7 @@ volume_db = -7.0
[node name="Harvest" type="AudioStreamPlayer" parent="Sfx" unique_id=345539331]
stream = SubResource("AudioStreamRandomizer_i4m0x")
volume_db = -5.0
volume_db = -7.0
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx" unique_id=176915166]
stream = SubResource("AudioStreamRandomizer_jjdv2")
@@ -355,7 +357,7 @@ volume_db = -5.0
[node name="Elevator" type="AudioStreamPlayer" parent="Sfx" unique_id=1345852969]
stream = ExtResource("42_obkny")
volume_db = -5.0
pitch_scale = 1.1
[node name="Mining" type="AudioStreamPlayer" parent="Sfx" unique_id=1122216774]
stream = SubResource("AudioStreamRandomizer_yjs51")
@@ -387,4 +389,12 @@ volume_db = -11.0
[node name="Unlock_tool" type="AudioStreamPlayer" parent="Sfx" unique_id=667077616]
stream = ExtResource("64_yr73o")
volume_db = 3.0
volume_db = -5.0
[node name="TractorBeamTake" type="AudioStreamPlayer" parent="Sfx" unique_id=1321980229]
stream = ExtResource("69_5rlid")
volume_db = -5.0
[node name="TractorBeamDrop" type="AudioStreamPlayer" parent="Sfx" unique_id=2023233451]
stream = ExtResource("70_gfbcu")
volume_db = -5.0

View File

@@ -40,7 +40,7 @@ func _on_change_scene(scene : Scene):
stop_all_ambiances()
if (scene is TitleScene):
play_music_alone("Title", false, 5.0)
play_music_alone("Title", false, 0.0)
elif scene is IntroScene:
stop_all_musics()
elif scene is RegionScene:
@@ -59,8 +59,8 @@ func _on_change_scene(scene : Scene):
stop_all_musics()
play_ambiance_alone("Astra", false)
elif scene is BoreaScene:
stop_all_musics()
play_ambiance_alone("Borea", false)
play_music_alone("Meeting_demeter")
stop_all_ambiances()
elif scene is VendingMachineScene:
stop_all_musics()
play_ambiance_alone("VendingRoom", false)
@@ -207,12 +207,13 @@ func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
# Joue un
# - player_name : Nom de la Node dans la scène Godot à jouer
func play_sfx(sfx_name : String):
func play_sfx(sfx_name : String, pitch = 1.):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
# ----------------- Partie Technique (pas touche Niels ;D) ----------------

View File

@@ -12,4 +12,4 @@ func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend")
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
return plant_influence_radius * 1.4
return plant_influence_radius * 1.5

View File

@@ -28,16 +28,16 @@ func get_all_mutations() -> Array[PlantMutation]:
ProlificMutation.new(),
PrecociousMutation.new(),
PurificationMutation.new(),
VivaciousMutation.new(),
ToughMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
VivaciousMutation.new(),
FertileMutation.new(),
HurriedMutation.new(),
GenerousMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
ToughMutation.new(),
]
func get_all_artifacts() -> Array[Artefact]:
@@ -53,7 +53,7 @@ func get_all_artifacts() -> Array[Artefact]:
func get_all_story_steps() -> Array[StoryStep]:
return [
TutorialStoryStep.new(),
AstraStoryStep.new(),
StartStoryStep.new(),
MercuryStoryStep.new(),
BetaStoryStep.new()
BoreaStoryStep.new()
]

View File

@@ -64,6 +64,10 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
challenge_modifiers.pick_random(),
benefic_modifiers.pick_random()
] as Array[RegionModifier]
elif story_step.is_run_point_dangerous(next_level):
region_parameter.modifiers = [
challenge_modifiers.pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
normal_modifiers.pick_random()
@@ -96,6 +100,12 @@ func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
next_run_points = generate_next_run_points()
return current_run_point
func get_cockpit_exit_scene() -> Scene:
if story_step.is_run_finished(level):
return story_step.get_destination_scene()
else :
return RegionScene.new(GameInfo.game_data.current_region_data)
#endregion
#region ------------------ Modifiers ------------------
@@ -109,6 +119,7 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
ToxicModifier.new(),
SandyModifier.new(),
MagneticModifier.new(),
CanyonModifier.new()
]
func generate_benefic_modifiers() -> Array[RegionModifier]:

View File

@@ -5,7 +5,7 @@ class_name RunPoint
const DANGER_ICON = preload("res://common/icons/skull.svg")
const TYPE_ICON = preload("res://common/icons/map-pin.svg")
const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
const CHARGE_ICON = preload("res://common/icons/recharge.svg")
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
@@ -27,10 +27,13 @@ func card_info() -> CardInfo:
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
])
if region_parameter.modifiers.find_custom(
func (m : RegionModifier) : return m is DestinationModifier
) == -1:
info.stats.append_array([
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
])
for m in region_parameter.modifiers:

View File

@@ -9,6 +9,7 @@ signal language_changed(settings : SettingsData)
signal sound_changed(settings : SettingsData)
signal video_changed(settings : SettingsData)
signal game_changed(settings : SettingsData)
signal fov_changed(value : float)
#region ------------------ Language ------------------
@@ -52,11 +53,23 @@ const AVAILABLE_LANGUAGES_LABEL = [
#region ------------------ Controls ------------------
@export var action_remapped : Array[String] = []
@export var input_remapped : Array[InputEvent] = []
@export var fov := 75. :
set(v):
fov = v
fov_changed.emit(fov)
#region ------------------ Game ------------------
@export var auto_pickup := true
@export var mouse_sensivity := 0.2
const MAX_ZOOM = 2.
const MIN_ZOOM = 0.5

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@@ -1 +0,0 @@
uid://da8kqgl0xnkpi

View File

@@ -22,7 +22,7 @@ func is_run_finished(level : int) -> bool:
return level == get_region_sequence_length() - 1
func get_region_sequence_length() -> int:
return 6
return 7
func get_first_vending_machine_occurence(_level : int) -> int:
return 2
@@ -37,7 +37,7 @@ func get_cave_occurence(_level : int) -> int:
return 3
func get_challenge_chance(_level : int) -> float:
return 0.3
return 0.15
func get_run_point_number(level : int) -> int:
if is_run_finished(level):
@@ -47,6 +47,9 @@ func get_run_point_number(level : int) -> int:
func get_charge_number(_level : int) -> int:
return 10
func is_run_point_dangerous(level : int) -> bool:
return level == get_region_sequence_length() - 2
func get_objective_for_region(level : int) -> int:
match level:
1: return 10
@@ -62,12 +65,6 @@ func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
var dest_mod = DestinationModifier.new()
dest_mod.destination_scene = get_destination_scene()
modifiers.append(dest_mod)
var first_cave = get_first_cave_occurence(level)
var cave_occurence = get_cave_occurence(level)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
return modifiers
@@ -80,6 +77,12 @@ func get_gameplay_modifiers_for_region(level : int) -> Array[RegionModifier]:
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level)
var cave_occurence = get_cave_occurence(level)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
return modifiers

View File

@@ -1,7 +1,7 @@
extends StoryStep
class_name TutorialStoryStep
const INTRO_DIALOG = "res://dialogs/timelines/tutorial/demeter_intro.dtl"
const INTRO_DIALOG = "res://dialogs/timelines/1_waking_up/2_demeter_intro.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
@@ -14,6 +14,10 @@ func get_region_sequence_length() -> int:
func get_destination_scene() -> Scene: return null
func need_gameplay_modifier(_level : int): return false
func get_objective_for_region(_level : int) -> int: return 3
func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
return [
TutorialModifier.new()

View File

@@ -1,8 +1,8 @@
extends StoryStep
class_name AstraStoryStep
class_name StartStoryStep
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
const CAVE_DIALOG_PATH="res://dialogs/timelines/astra/cave.dtl"
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/1_waking_up/5_mercury_arrival.dtl"
const CAVE_DIALOG_PATH="res://dialogs/timelines/1_waking_up/4_cave.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
@@ -20,7 +20,7 @@ func get_cave_occurence(_level : int) -> int:
return 2
func get_region_sequence_length() -> int:
return 4
return 5
func get_objective_for_region(level : int) -> int:
match level:

View File

@@ -2,8 +2,9 @@ extends StoryStep
class_name MercuryStoryStep
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/mercury/mercury_departure.dtl"
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/mercury/venus_arrival.dtl"
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_mercury_departure.dtl"
const VENDING_MACHINE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl"
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/7_venus_arrival.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
@@ -21,12 +22,11 @@ func get_destination_scene() -> Scene:
"002"
)
func get_first_vending_machine_occurence(_level : int) -> int:
return 1
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if level == 0:
return MERCURY_DEPARTURE_DIALOG_PATH
elif level == 1:
return MERCURY_DEPARTURE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1):
return VENUS_ARRIVAL_DIALOG_PATH
return ""

View File

@@ -1,7 +1,7 @@
extends StoryStep
class_name BetaStoryStep
class_name BoreaStoryStep
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/beta/venus_departure.dtl"
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/8_venus_departure.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
@@ -12,16 +12,16 @@ func get_respawn_scene() -> Scene:
func get_objective_for_region(l : int) -> int:
match l:
0: return 8
1: return 15
0: return 0
1: return 8
_: return get_objective_for_region(l-1) + l * 5
func get_region_sequence_length() -> int:
return 12
return 8
func get_destination_text() -> String:
return tr("SECRET_SCENE")
return tr("BOREA_BASE")
func get_destination_scene() -> Scene:
return BoreaScene.new()

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@@ -0,0 +1 @@
uid://cakg2racxgano

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@@ -1,6 +1,6 @@
extends Node
const SAVE_GAME_LOCATION = "user://stw_beta_save.tres"
const SAVE_GAME_LOCATION = "user://stw_demo_save.tres"
const SAVE_SETTINGS_LOCATION = "user://stw_settings.tres"
var game_loaded = false
@@ -18,7 +18,7 @@ var current_dialog_path : String
func load_game_data() -> GameData:
game_data = null
if ResourceLoader.exists(SAVE_GAME_LOCATION):
if ResourceLoader.exists(SAVE_GAME_LOCATION) and ResourceLoader.load(SAVE_GAME_LOCATION):
game_data = ResourceLoader.load(SAVE_GAME_LOCATION).duplicate_deep()
return game_data

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@@ -0,0 +1,58 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
width="24"
height="24"
viewBox="0 0 24 24"
fill="none"
stroke="#ffffff"
stroke-width="2"
stroke-linecap="round"
stroke-linejoin="round"
class="icon icon-tabler icons-tabler-outline icon-tabler-clock"
version="1.1"
id="svg3"
sodipodi:docname="clock-death.svg"
xml:space="preserve"
inkscape:version="1.3.2 (091e20e, 2023-11-25, custom)"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg"><defs
id="defs3" /><sodipodi:namedview
id="namedview3"
pagecolor="#505050"
bordercolor="#ffffff"
borderopacity="1"
inkscape:showpageshadow="0"
inkscape:pageopacity="0"
inkscape:pagecheckerboard="1"
inkscape:deskcolor="#505050"
inkscape:zoom="18.499999"
inkscape:cx="5.2162164"
inkscape:cy="18.648649"
inkscape:window-width="1920"
inkscape:window-height="1009"
inkscape:window-x="-8"
inkscape:window-y="-8"
inkscape:window-maximized="1"
inkscape:current-layer="svg3" /><path
stroke="none"
d="M0 0h24v24H0z"
fill="none"
id="path1" /><path
d="m 3,12 c 0,4.970566 4.0294374,8.999996 9,8.999996 M 21,12 C 21,7.0294339 16.970563,3.0000039 12,3.0000039 7.0294374,3.0000039 3,7.0294339 3,12"
id="path2"
sodipodi:nodetypes="cccsc" /><g
style="fill:none;stroke:#ffffff;stroke-width:2;stroke-linecap:round;stroke-linejoin:round;stroke-opacity:1"
id="g3"
transform="matrix(0.5,0,0,0.5,12,12)"><path
style="fill:none;stroke:#ffffff;stroke-width:4;stroke-linecap:round;stroke-dasharray:none;paint-order:stroke fill markers"
d="M 17.999999,6.6993411 6.6993491,17.999991"
id="path4" /><path
style="fill:none;stroke:#ffffff;stroke-width:4;stroke-linecap:round;stroke-dasharray:none;paint-order:stroke fill markers"
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editor/convert_colors_with_editor_theme=false

61
common/icons/clock-up.svg Normal file
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@@ -0,0 +1,61 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
width="24"
height="24"
viewBox="0 0 24 24"
fill="none"
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View File

@@ -42,7 +42,7 @@ func _on_generated(generated_scene : Node):
spawn_dead_orchid(relay_base)
relay_base.exit_scene = CockpitScene.new()
else:
relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
# relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
handle_orchid_save(relay_base)
@@ -68,6 +68,11 @@ func spawn_player(relay_base : RelayBase):
relay_base.player.global_position = choosen_incubator.global_position + Vector3.UP
relay_base.player.rotation.y = choosen_incubator.rotation.y
if base_name == "MERCURY":
SteamConnection.unlock_achievement(SteamConnection.ACH_MERCURY_BASE)
elif base_name == "VENUS":
SteamConnection.unlock_achievement(SteamConnection.ACH_REACH_VENUS_BASE)
func spawn_dead_orchid(relay_base : RelayBase):
var dead_orchid := DEAD_ORCHID_SCENE.instantiate() as Node3D
relay_base.add_child(dead_orchid)

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@@ -1,16 +1,18 @@
extends Node
const APP_ID = "4452760"
func _init():
OS.set_environment("SteamAppID", APP_ID)
OS.set_environment("SteamGameID", APP_ID)
const ACH_SPIN_PLANET="STW_SPIN_PLANET"
const ACH_FINISH_TUTORIAL="STW_FINISH_TUTORIAL"
const ACH_MEET_DEMETER="STW_MEET_DEMETER"
const ACH_UNLOCK_ALL_MUTATION="STW_UNLOCK_ALL_MUTATIONS"
const ACH_KICK_YOUR_OLD_BODY="STW_KICK_YOUR_OLD_BODY"
const ACH_MERCURY_BASE="STW_REACH_MERCURY_BASE"
const ACH_REACH_VENUS_BASE="STW_REACH_VENUS_BASE"
func _ready():
Steam.steamInit()
var is_running = Steam.isSteamRunning()
if !is_running:
printerr("Steam is not running")
return
func unlock_achievement(achivement_name : String):
if Steam.isSteamRunning():
var status = Steam.getAchievement(achivement_name)
print("Steam Achievement %s" %achivement_name)
if status.has("ret") and status.ret and not status.achieved:
Steam.setAchievement(achivement_name)
Steam.storeStats()

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@@ -1,11 +1,40 @@
extends Sprite2D
class_name Circle
@export var radius : int = 0
@export var color : Color = Color.WHITE
@export var opacity : float = 1.0
@export var fill : bool = true
@export var width : int = -1
@export var radius : int = 0 :
set(v):
radius = v
queue_redraw()
@export var color : Color = Color.WHITE :
set(v):
color = v
queue_redraw()
@export var opacity : float = 1.0 :
set(v):
opacity = v
queue_redraw()
@export var fill : bool = true :
set(v):
fill = v
queue_redraw()
@export var width : int = -1 :
set(v):
width = v
queue_redraw()
func _init(
_radius = 0,
_color = Color.WHITE,
_opacity = 1.0,
_fill = true,
_width = -1,
):
radius = _radius
color = _color
opacity = _opacity
fill = _fill
width = _width
func _draw():
draw_circle(

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@@ -44,7 +44,7 @@ void fragment() {
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
// Edge mask
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
float edge = 1.0 - smoothstep(0.03, 0.05, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
// Small vignette at screen edges
edge *= smoothstep(0.00, 0.015 * thickness,

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@@ -0,0 +1,98 @@
shader_type spatial;
render_mode ambient_light_disabled;
//render_mode world_vertex_coords;
uniform vec3 color:source_color;
uniform sampler2D shadow_mask2d:source_color,repeat_enable,filter_linear;
uniform sampler3D shadow_mask3d:source_color,repeat_enable,filter_linear;
uniform sampler2D color_gradient:source_color;
uniform vec3 offset;
uniform float scale=0.75;
varying vec3 world_pos;
varying vec3 local_pos;
varying vec3 local_normal;
varying vec3 cam_pos;
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
vec4 samp = vec4(0.0);
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
return samp;
}
vec4 sample_text3d(sampler3D mask, vec3 pos){
return texture(mask, pos);
}
vec3 tile(vec3 p, float size) {
return mod(p, size) - size * 0.5;
}
vec4 volume_march(vec3 ro, vec3 rd, int steps, float stepd){
float sample_scale=scale;
ro+=rd*40.0;
vec4 value=vec4(0.0);
for (int i=0;i<steps;i++){
value+=sample_text3d(shadow_mask3d,ro*sample_scale)*stepd;
if (value.r>=0.9){
break;
}
ro+=rd*stepd;
}
return value;
}
void vertex() {
local_pos=VERTEX;
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
local_normal=NORMAL;
cam_pos=CAMERA_POSITION_WORLD;
}
void fragment() {
ALBEDO=color;
if (abs(ALBEDO.r)<=0.0001) ALBEDO.r=0.0001;
if (abs(ALBEDO.g)<=0.0001) ALBEDO.g=0.0001;
if (abs(ALBEDO.b)<=0.0001) ALBEDO.b=0.0001;
SPECULAR=0.0;
//AO=0.0;
//EMISSION=vec3(0.01);
//IRRADIANCE=vec4(0.0);
}
void light() {
float NdotL = max(dot(NORMAL, LIGHT), 0.0);
float lit_intensity=smoothstep(0.0,0.5,NdotL*ATTENUATION);
//toon light, relatively flat color, no smooth blur edge
vec3 light_col=lit_intensity * LIGHT_COLOR / PI;
vec3 shadow_col=vec3(0.0);
{///////////////////////YOUR COLOR LOGIC IN HERE//////////////////
//SOME EXAMPLES:
//ray march polka dots
//vec3 ro=cam_pos+vec3(0.0,TIME*0.0,0.0);
//vec3 rd=normalize(world_pos-cam_pos);
//float ray_march_val=volume_march(ro,rd,100,0.1).r;
//shadow_col=mix(vec3(0.03,0.0,0.02),vec3(0.25,0.01,0.01),ray_march_val);
//RED shadow
shadow_col=vec3(1.0,0.0,0.0);
//triplanar texture
//shadow_col=triplanar_texture(shadow_mask2d,abs(local_normal),local_pos).rgb*0.1;
}
//TODO: handle cases where albedo.rgb is0
//divide by albedo to cancel out all color. may be weird when albedo.rgb is 0
//due to division by 0. could try to avoid albedo becoming absolute 0 in fragment
vec3 _shadow_col=shadow_col/ALBEDO;
if (LIGHT_IS_DIRECTIONAL)
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity));
else//non directional light can be a bit funky
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity))*ATTENUATION;
}

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@@ -0,0 +1 @@
uid://8si4nvkdqqyq

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@@ -0,0 +1,290 @@
shader_type sky;
render_mode use_quarter_res_pass;
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
group_uniforms sky;
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
group_uniforms horizon;
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
group_uniforms sun; // First DirectionalLight3D will be the sun
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
group_uniforms moon; // Second DirectionalLight3D will be the moon
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
group_uniforms clouds;
// Replaced by noise functions, unncomment if you want to use graphical textures
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
// More weight is simply a darker color, usefull for rain/storm
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
group_uniforms stars;
// Stars should be at black background
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
group_uniforms settings;
uniform float overwritten_time = 0.0;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
const int PRIME_X = 501125321;
const int PRIME_Y = 1136930381;
float lerp( float a, float b, float t )
{
return a + t * ( b - a );
}
float cubic_lerp( float a, float b, float c, float d, float t )
{
float p = d - c - ( a - b );
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
}
float ping_pong( float t )
{
t -= trunc( t * 0.5 ) * 2.0;
return t < 1.0 ? t : 2.0 - t;
}
int hash( int seed, int x_primed, int y_primed )
{
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
}
float val_coord( int seed, int x_primed, int y_primed )
{
int hash = hash( seed, x_primed, y_primed );
hash *= hash;
hash ^= hash << 19;
return float( hash ) * ( 1.0 / 2147483648.0 );
}
float single_value_cubic( int seed, float x, float y )
{
int x1 = int( floor( x ));
int y1 = int( floor( y ));
float xs = x - float( x1 );
float ys = y - float( y1 );
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + ( PRIME_X << 1 );
int y3 = y1 + ( PRIME_Y << 1 );
return cubic_lerp(
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
}
// Params can be change in the same way as in noise settings in Godot
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const int OCTAVES = 5;
const float PING_PONG_STRENGTH = 2.0;
const float WEIGHTED_STRENGTH = 0.0;
const float GAIN = 0.5;
const float LACUNARITY = 2.0;
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
{
float x = pos.x * frequency;
float y = pos.y * frequency;
float sum = 0.0;
float amp = FRACTAL_BOUNDING;
for( int i = 0; i < OCTAVES; i++ )
{
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
sum += ( noise - 0.5 ) * 2.0 * amp;
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
x *= LACUNARITY;
y *= LACUNARITY;
amp *= GAIN;
}
return sum * 0.5 + 0.5;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function needed to calculate the phase of the moon
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
{
float b = dot( -sphere_pos, view_dir );
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
float h = pow( b, 2 ) - c;
return h < 0.0 ? -1.0 : -b - sqrt( h );
}
void sky()
{
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
// The day color will be our base color
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
// The sky should be more red around the west, on the opposite side you don't see it as much
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
// Final sky color
COLOR = _sky_color;
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
float _horizon_amount = 0.0;
if( EYEDIR.y < 0.0 )
{
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
// Mixing with the color of the night sky to make the horizon darker
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
// And if ther are many dark clouds, we also make the horizon darker
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
}
//////////////////// MOON //////////////////////////////////////////////////////////////////////
float _moon_amount = 0.0;
if( LIGHT1_ENABLED )
{
// Bigger moon near the horizon
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
// Finding moon disc and edge blur
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
if( _moon_amount > 0.0 )
{
// Moon illumination depending on the position of the sun
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
// Power on the result gives a better effect
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
// Hiding the moon behind the horizon
_moon_amount *= 1.0 - _horizon_amount;
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
}
}
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
float _sun_distance = 0.0;
if( LIGHT0_ENABLED )
{
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
// Bigger sun near the horizon
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
// Finding sun disc and edge blur
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
if( _sun_amount > 0.0 )
{
// Changing color of the sun during sunset
float _sunset_amount = 1.0;
if( LIGHT0_DIRECTION.y > 0.0 )
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
// Hiding the sun behind the moon
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
// Hiding the sun behind the horizon
_sun_amount *= 1.0 - _horizon_amount;
// Leveling the "glow" in color
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
_sun_color *= _sun_amount;
COLOR = mix( COLOR, _sun_color, _sun_amount );
}
}
//////////////////// STARS /////////////////////////////////////////////////////////////////
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
{
// Stars UV rotation
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
vec2 _stars_uv = vec2(
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
);
// Stars texture
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
// Hiding stars behind the moon
_stars_color *= 1.0 - _moon_amount;
COLOR += _stars_color;
}
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
if( EYEDIR.y > 0.0 )
{
// Clouds UV movement direction
float _clouds_speed = time * clouds_speed * 0.01;
float _sin_x = sin( clouds_direction * PI * 2.0 );
float _cos_y = cos( clouds_direction * PI * 2.0 );
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
// Fading clouds near the horizon
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
// The sun passing through the clouds effect
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
// Color combined with sunset condition
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
// Color depending on the "progress" of the night.
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
}
}

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@@ -0,0 +1 @@
uid://cjgaitccxtwk0

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@@ -3,6 +3,7 @@ shader_type canvas_item;
uniform float line_number = 6;
uniform vec4 line_color : source_color = vec4(1.);
uniform float line_thickness : hint_range(0.0, 0.01) = 0.001;
uniform bool inverse_result = false;
const mat3 sobel_x = mat3(
vec3( 1.0, 2.0, 1.0),
@@ -35,6 +36,11 @@ void fragment() {
float edge = length(vec2(gx, gy));
float line = step(0.0001, edge);
float alpha = line * line_color.a * COLOR.r;
if (inverse_result)
alpha = 1. - line * line_color.a;
COLOR = vec4(line_color.rgb, line * line_color.a * COLOR.r);
COLOR = vec4(line_color.rgb, alpha);
}

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@@ -0,0 +1,29 @@
shader_type spatial;
render_mode blend_mix, unshaded;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform vec4 tint : source_color; // tint effect
uniform float wave_speed = 3.0; // wave loop speed
uniform float wave_freq = 10.0; // wave vertical freq
uniform float wave_width = 1; // wave width
uniform float blur = 2.0; // Defines the blur strength. Increase for a larger blur radius.
void fragment(){
vec2 wave_uv_offset;
wave_uv_offset.y = 0.0;
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
float blur_strength = blur / 100.0;
vec3 blurred_color = vec3(0.0);
int sample_count = 0;
for (float x = -blur_strength; x <= blur_strength; x += blur_strength / 10.0) {
for (float y = -blur_strength; y <= blur_strength; y += blur_strength / 10.0) {
blurred_color += texture(SCREEN_TEXTURE, SCREEN_UV + wave_uv_offset + vec2(x, y)).rgb;
sample_count++;
}
}
blurred_color /= float(sample_count);
ALBEDO = blurred_color * tint.rgb;
ALPHA = tint.a;
}

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