diff --git a/.gitignore b/.gitignore index 355b9ff..9f13c45 100644 --- a/.gitignore +++ b/.gitignore @@ -29,3 +29,4 @@ mono_crash.*.json *.import *.blend* .ansible_vault_password +addons/discord-rpc-gd/bin/windows/~discord_game_sdk_binding_debug.dll diff --git a/src/models/icosahedron/Icosahedron.tscn b/src/models/icosahedron/Icosahedron.tscn index 6482344..0b32fc2 100644 --- a/src/models/icosahedron/Icosahedron.tscn +++ b/src/models/icosahedron/Icosahedron.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=20 format=3 uid="uid://c28nbcejwepp8"] +[gd_scene load_steps=19 format=3 uid="uid://c28nbcejwepp8"] [ext_resource type="ArrayMesh" uid="uid://dh3qpoqqgdct5" path="res://src/models/icosahedron/assets/icosahedron_Solid.res" id="1_kd7xu"] [ext_resource type="Script" path="res://src/models/icosahedron/components/Icosahedron.gd" id="1_w7qn7"] @@ -11,7 +11,6 @@ [ext_resource type="Shader" path="res://src/models/icosahedron/shaders/outline_v1.gdshader" id="5_ucsrc1"] [ext_resource type="Texture2D" uid="uid://bpr01fnnfusau" path="res://src/models/icosahedron/resources/edge_noise.res" id="6_ai0t7"] [ext_resource type="Script" path="res://src/models/icosahedron/components/Collider.gd" id="7_6oydw"] -[ext_resource type="Texture2D" uid="uid://cixi1rd0a28e4" path="res://assets/build/textures/texture-test-v1.png" id="8_h5ail"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_rdyh1"] render_priority = 0 @@ -35,9 +34,9 @@ shader_parameter/noise_pattern = ExtResource("6_ai0t7") render_priority = 2 next_pass = SubResource("ShaderMaterial_4yeiy") shader = ExtResource("5_ucsrc1") -shader_parameter/enable = false -shader_parameter/outline_thickness = 0.11 -shader_parameter/color = Color(0, 1, 0, 1) +shader_parameter/enable = true +shader_parameter/outline_thickness = 0.05 +shader_parameter/color = Color(0.358796, 0.73469, 0.907072, 1) [sub_resource type="ShaderMaterial" id="ShaderMaterial_c0lt3"] render_priority = 1 @@ -47,14 +46,6 @@ shader_parameter/cutplane = Vector4(-0.577, -0.577, 0.577, 0.794) shader_parameter/color = Color(0, 1, 0, 1) shader_parameter/enable = true shader_parameter/outline_thickness = 0.0 -shader_parameter/uv_offset_x = 0.17 -shader_parameter/uv_offset_y = 2.71 -shader_parameter/ratio = 0.075 -shader_parameter/power = 2.775 -shader_parameter/time_speed = 3.61 -shader_parameter/max_speed = 90.0 -shader_parameter/uv_rot = Vector2(0.11, 0.375) -shader_parameter/cutlane_tex = ExtResource("8_h5ail") [sub_resource type="ShaderMaterial" id="ShaderMaterial_bjqtf"] render_priority = 0 diff --git a/src/models/icosahedron/shaders/cutplane_effect_v2.gdshader b/src/models/icosahedron/shaders/cutplane_effect_v2.gdshader index 758a4d5..4a1cd9f 100644 --- a/src/models/icosahedron/shaders/cutplane_effect_v2.gdshader +++ b/src/models/icosahedron/shaders/cutplane_effect_v2.gdshader @@ -14,35 +14,6 @@ uniform float outline_thickness = 0.0; // how thick is the outline? varying vec3 ver; -uniform sampler2D cutlane_tex; - -uniform float uv_offset_x = 0.; -uniform float uv_offset_y = 0.; - -uniform float ratio : hint_range(0.0, 1.0) = 0.1; - -uniform float power = 3.0; - -uniform float time_speed = 10.0; - -uniform float max_speed = 90.0; - -uniform vec2 uv_rot; - -vec2 rotate(vec2 uv, vec2 pivot, float angle) { - // clang-format off - mat2 rotation = mat2( - vec2(sin(angle), -cos(angle)), - vec2(cos(angle), sin(angle)), - ); - // clang-format on - - uv -= pivot; - uv = uv * rotation; - uv += pivot; - return uv; -} - void vertex() { if (enable) { // VERTEX += NORMAL * outline_thickness; // apply the outlines thickness @@ -51,18 +22,6 @@ void vertex() { } void fragment() { - vec2 uv = UV; - - uv *= 2.0; - uv -= vec2(1.0); - - float len = length(uv); - - vec2 modified_uv = rotate(UV, uv_rot, TIME * time_speed); - float t = sin(TIME); - modified_uv.x += uv_offset_x; - modified_uv.y += uv_offset_y; - vec4 aaa = texture(cutlane_tex, modified_uv * 5.); if (enable) { float dist = cutplane_dist(cutplane, ver); bool a = dist > 0.; @@ -74,9 +33,7 @@ void fragment() { // ALBEDO = a ? mix(vec3(1. - smoothstep(0.51, 0.9, r_sq) * 1.), color, // 0.01) : vec3(0.); ALBEDO = a ? vec3(smoothstep(0.58, 0.9, r_sq)) : // vec3(0.); - // vec2 rotated_uv = rotate(UV, vec2(0.5), TIME); - // ALBEDO = vec3(rotated_uv.g); - ALBEDO = color * (1. - vec3(aaa.a)); + ALBEDO = color; ALPHA = a ? 0.7 : 0.; } else { diff --git a/src/models/icosahedron/shaders/outline_v1.gdshader b/src/models/icosahedron/shaders/outline_v1.gdshader index 813ee5e..737b6f4 100644 --- a/src/models/icosahedron/shaders/outline_v1.gdshader +++ b/src/models/icosahedron/shaders/outline_v1.gdshader @@ -1,5 +1,5 @@ shader_type spatial; -render_mode cull_front, unshaded; +render_mode unshaded, cull_front; uniform bool enable = false; @@ -8,8 +8,8 @@ uniform sampler2D screen_texture : hint_screen_texture, filter_nearest; // outline costumization -uniform float outline_thickness = 0.11; -uniform vec4 color : source_color = vec4(0., 1., 0., 1.); +uniform float outline_thickness = 0.05; +uniform vec4 color : source_color = vec4(0.0); // pulse customization uniform float pulse_speed = 12.; @@ -17,9 +17,6 @@ uniform float pulse_amplitude = 2.; varying vec3 ver; -uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; -uniform sampler2D outline_tex; - void vertex() { if (enable) { float t = sin(TIME * pulse_speed) / pulse_amplitude + 1.;