4.6, new attack, enemy spawning, shaders, bunch of stuff
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84 changed files with 13348 additions and 91399 deletions
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@ -1,13 +1,28 @@
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shader_type canvas_item;
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uniform sampler2D mask; // a texture
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uniform float progress : hint_range(0.0, 1.0, 0.001);
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uniform sampler2D noise_texture : repeat_disable, filter_nearest;
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uniform float progress : hint_range(0.0, 1.0) = 0.0;
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uniform float edge_softness : hint_range(0.0, 0.5) = 0.0;
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void fragment() {
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float mask_value = texture(mask, UV).r;
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vec4 sprite_color = texture(TEXTURE, UV);
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float noise_val = texture(noise_texture, UV).r;
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// ensure the progress is a bit bigger than the feather
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float threshold = progress * 1.001;
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// Fade alpha based on mask vs. threshold with a feather
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COLOR.a *= smoothstep(threshold, threshold * 0.999, mask_value);
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float phase1_progress = clamp(progress * 2.0, 0.0, 1.0);
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float phase2_progress = clamp((progress - 0.5) * 2.0, 0.0, 1.0);
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float visibility = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase1_progress);
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float color_transition = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase2_progress);
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vec4 white_color = vec4(1.0, 1.0, 1.0, sprite_color.a);
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vec4 final_color = mix(white_color, sprite_color, color_transition);
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final_color.a *= visibility;
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COLOR = final_color;
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}
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