gros dev pre proto
* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police * Ajout d'un semblant d'exploration * Ajout de la sauvegarde des entités * Restructuration mineure de l'arborescence * Fix divers et réécriture des textes
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35
common/vfx/materials/shaders/textures_data_filter.gdshader
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35
common/vfx/materials/shaders/textures_data_filter.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 float data_texture_threshold = 0.5;
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uniform sampler2D texture_0 : filter_nearest, repeat_enable;
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uniform sampler2D texture_1 : filter_nearest, repeat_enable;
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uniform float texture_scale = 10.;
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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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vec2 texture_0_size = vec2(float(textureSize(texture_0, 0).x), float(textureSize(texture_0, 0).y)) / texture_scale;
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vec2 texture_1_size = vec2(float(textureSize(texture_1, 0).x), float(textureSize(texture_1, 0).y)) / texture_scale;
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vec4 color = texture(texture_0, vert/texture_0_size);
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if (value > data_texture_threshold)
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color = texture(texture_1, vert / texture_1_size);
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COLOR = color;
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}
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uid://bglep64ppn74p
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