2020-05-23 02:52:12 +09:30
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[gd_scene load_steps=4 format=2]
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2020-05-20 16:49:22 +09:30
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[ext_resource path="res://scripts/GameField.gd" type="Script" id=1]
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2020-05-23 02:52:12 +09:30
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[sub_resource type="Shader" id=1]
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code = "shader_type canvas_item;
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uniform float rows = 44.0; // Really int but don't want to recast all the time
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uniform float cols = 63.0; // ^
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void fragment(){
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vec2 frag_pos = UV * vec2(cols, rows);
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vec2 frag_marginal = fract(frag_pos+0.05);
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vec2 grid_data = texture(TEXTURE, (frag_pos+0.05)/vec2(cols+1.0, rows+1.0)).rg;
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COLOR = vec4(0.0);
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if (frag_marginal.x < 0.1)
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if (grid_data.g >= 0.99)
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COLOR = vec4(1.0, 0.0, 0.0, 1.0);
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else if (grid_data.g >= 0.49)
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COLOR = vec4(0.0, 0.0, 1.0, 1.0);
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else
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COLOR = vec4(0.5, 0.5, 0.5, 1.0);
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if (frag_marginal.y < 0.1)
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if (grid_data.r >= 0.99)
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COLOR = vec4(1.0, 0.0, 0.0, 1.0);
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else if (grid_data.r >= 0.49)
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COLOR = vec4(0.0, 0.0, 1.0, 1.0);
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else
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COLOR = vec4(0.5, 0.5, 0.5, 1.0);
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}"
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[sub_resource type="ShaderMaterial" id=2]
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shader = SubResource( 1 )
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shader_param/rows = 44.0
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shader_param/cols = 63.0
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2020-05-20 16:49:22 +09:30
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[node name="Control" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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size_flags_horizontal = 3
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size_flags_vertical = 3
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="GameField" type="ColorRect" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 3
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size_flags_vertical = 3
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color = Color( 0.8, 0.8, 0.8, 1 )
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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2020-05-23 02:52:12 +09:30
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[node name="TextureRect" type="TextureRect" parent="GameField"]
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material = SubResource( 2 )
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margin_top = -2.0
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margin_right = 40.0
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margin_bottom = 38.0
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expand = true
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stretch_mode = 1
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