Dev 0.1
* Ajout des modes de jeu * Dev de subterra et estia * Ajout de tous les dialogues et traduction * Ajout d'un splashscreen
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// Found here https://godotshaders.com/shader/opalescent/
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shader_type spatial;
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uniform vec3 base : source_color = vec3(0.2, 0.5, 0.9);
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uniform vec3 highlight1 : source_color = vec3(0.9, 0.5, 0.2);
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uniform vec3 highlight2 : source_color = vec3(0.6, 1.0, 0.3);
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uniform float noise_scale = 10.0;
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uniform float roughness = 0.5;
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uniform float shift_intensity = 1.0;
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
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}
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float noise(vec2 uv) {
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vec2 uv_index = floor(uv);
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vec2 uv_fract = fract(uv);
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vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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}
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void fragment() {
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//Direction out of mesh along view angle
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vec3 V = normalize(-VIEW);
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//Quick convenient fresnel simulation
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float _fresnel = pow(1.0 - dot(NORMAL, V), 3.0);
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vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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float noise_value = noise(UV * noise_scale);
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float turbulence = abs(noise_value - 0.5) * 2.0;
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ALBEDO = mix(base, highlight1, noise_value);
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ALBEDO = mix(ALBEDO, highlight2, turbulence);
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float angle_factor = abs(dot(V, NORMAL));
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//Assumed to be mixing from black here
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ALBEDO = mix(ALBEDO, vec3(0.0), angle_factor * shift_intensity);
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//fade out according to roughness
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ALBEDO = mix(ALBEDO, vec3(0.0), _fresnel * roughness);
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SPECULAR = 1.0 - roughness;
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}
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@@ -0,0 +1 @@
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uid://gwptmpx03ock
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// Found Here https://godotshaders.com/shader/pearlescent/
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shader_type spatial;
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uniform float fresnel_power = 3.0;
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uniform float interference_frequency = 3.0;
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uniform sampler2D color_ramp;
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uniform sampler2D noise;
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uniform float noise_speed = 0.1;
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uniform vec3 shift : source_color = vec3(1.0, 1.0, 1.0);
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uniform vec3 fresnel_color : source_color = vec3(1.0, 1.0, 1.0);
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uniform vec3 light_direction = vec3(0.0, -1.0, 0.0);
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float fresnel(vec3 view, vec3 normal) {
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return pow(1.0 - dot(view, normal), fresnel_power);
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}
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vec3 irridescence(vec3 view, vec3 normal, vec3 light, vec2 uv2, float time) {
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float dot_view = dot(view, normal);
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float dot_light = dot(light, normal);
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float angle = abs(dot_view - dot_light);
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float interference = sin(angle * interference_frequency) * 0.5 + 0.5;
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interference = clamp(interference, 0.01, 0.99);
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float noise_value = (
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texture(noise,uv2 + vec2(time * noise_speed)).r +
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texture(noise,uv2 - vec2(time * noise_speed,0.)).r
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);
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vec3 base_color = texture(color_ramp,vec2(noise_value)).rgb;
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return mix(base_color, shift, interference);
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}
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void fragment() {
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ALBEDO = mix(
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irridescence(VIEW, NORMAL, light_direction, UV, TIME),
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fresnel_color,
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fresnel(VIEW, NORMAL));
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}
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@@ -0,0 +1 @@
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uid://ommmdxlamjs7
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