Split gridline shader into its own file
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cc1fec841b
commit
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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 frag_marginal_2 = fract(frag_pos-0.4);
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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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if (frag_marginal_2.y <= 0.2)
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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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}
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if (frag_marginal.y < 0.1){
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if (grid_data.r >= 0.99){
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if (frag_marginal_2.x <= 0.2)
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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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}
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35
Main.tscn
35
Main.tscn
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@ -1,41 +1,10 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/GameField.gd" type="Script" id=1]
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[ext_resource path="res://scripts/GameField.gd" type="Script" id=1]
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[ext_resource path="res://GridLines.shader" type="Shader" id=2]
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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 frag_marginal_2 = fract(frag_pos-0.4);
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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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if (frag_marginal_2.y <= 0.2)
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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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}
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if (frag_marginal.y < 0.1){
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if (grid_data.r >= 0.99){
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if (frag_marginal_2.x <= 0.2)
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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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}"
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[sub_resource type="ShaderMaterial" id=2]
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[sub_resource type="ShaderMaterial" id=2]
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shader = SubResource( 1 )
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shader = ExtResource( 2 )
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shader_param/rows = 44.0
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shader_param/rows = 44.0
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shader_param/cols = 63.0
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shader_param/cols = 63.0
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