système de sauvegarde, scène 3D de test sur la base astra et passage en forward+

This commit is contained in:
2026-02-06 10:28:36 +01:00
parent 83d462f2f4
commit cc421a951f
97 changed files with 2138 additions and 1007 deletions

View File

@@ -1,62 +1,56 @@
shader_type canvas_item;
shader_type spatial;
render_mode blend_premul_alpha, unshaded, ambient_light_disabled;
uniform vec4 color : source_color = vec4(1.0);
uniform float width : hint_range(0, 10) = 1.0;
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
uniform bool inside = false;
uniform bool add_margins = true; // only useful when inside is false
void vertex() {
if (add_margins) {
VERTEX += (UV * 2.0 - 1.0) * width;
}
}
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
for (float i = -ceil(width); i <= ceil(width); i++) {
float x = abs(i) > width ? width * sign(i) : i;
float offset;
if (pattern == 0) {
offset = width - abs(x);
} else if (pattern == 1) {
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
} else if (pattern == 2) {
offset = width;
}
for (float j = -ceil(offset); j <= ceil(offset); j++) {
float y = abs(j) > offset ? offset * sign(j) : j;
vec2 xy = uv + texture_pixel_size * vec2(x, y);
if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a <= 0.0) == inside) {
return true;
}
}
}
return false;
}
uniform sampler2D depth_texture : hint_depth_texture;
uniform int step_count : hint_range(3, 15, 2) = 3; // 2 samples per step
uniform float thickness : hint_range(1.0, 16.0, 0.1) = 3.0;
uniform vec3 edge_color : source_color = vec3(0.);
uniform float fade_start : hint_range(1.0, 1000.0, 0.1) = 100.0;
uniform float fade_length : hint_range(1.0, 1000.0, 0.1) = 200.0;
void fragment() {
vec2 uv = UV;
if (add_margins) {
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
COLOR.a = 0.0;
} else {
COLOR = texture(TEXTURE, uv);
}
} else {
COLOR = texture(TEXTURE, uv);
}
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
COLOR.a += (1.0 - COLOR.a) * color.a;
// Setup step parameters
vec2 step_length = 1.0 / VIEWPORT_SIZE * thickness;
float step_angle = TAU / float(step_count);
// Per-pixel jitter to reduce patterning
float start_angle = fract(sin(dot(SCREEN_UV, vec2(12.9898, 78.233))) * 43758.5453) * TAU;
vec2 dir = vec2(cos(start_angle), sin(start_angle));
// step rotation matrix
mat2 rot = mat2(
vec2(cos(step_angle), -sin(step_angle)),
vec2(sin(step_angle), cos(step_angle)));
vec3 avg_dx = vec3(0.0);
vec3 avg_dy = vec3(0.0);
// save closest pixel to uniformly fade line.
float min_z = 1e6;
// Sample and average derivatives for all pairs
for (int i = 0; i < step_count; i++) {
vec2 uv1 = SCREEN_UV + dir * step_length;
vec2 uv2 = SCREEN_UV - dir * step_length;
float d1 = texture(depth_texture, uv1).r;
float d2 = texture(depth_texture, uv2).r;
vec4 up1 = INV_PROJECTION_MATRIX * vec4(uv1 * 2.0 - 1.0, d1, 1.0);
vec4 up2 = INV_PROJECTION_MATRIX * vec4(uv2 * 2.0 - 1.0, d2, 1.0);
vec3 p1 = up1.xyz / up1.w;
vec3 p2 = up2.xyz / up2.w;
min_z = min(min_z, min(-p1.z, -p2.z));
vec3 diff = p1 - p2;
avg_dx += diff * dir.x;
avg_dy += diff * dir.y;
dir = rot * dir; // rotate direction for next step
}
// fade outline width with distance
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));
// Small vignette at screen edges
edge *= smoothstep(0.00, 0.015 * thickness,
1.0 - max(abs(SCREEN_UV.x - 0.5), abs(SCREEN_UV.y - 0.5)) * 2.0);
// blend_premul_alpha avoids need to sample screentexture.
ALBEDO = edge_color * edge;
ALPHA = edge * distance_fade;
}