New Icons and work on title screen, range sphere improved with dotted lines.
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addons/nodetunnel/bin/~nodetunnel.dll
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addons/nodetunnel/bin/~nodetunnel.dll
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external/contain-icon.png
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external/contain-icon.png
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external/destroy-icon.png
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external/destroy-icon.png
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external/infect-icon.png
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external/infect-icon.png
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external/purge-icon.png
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external/redirect-icon.png
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external/redirect-icon.png
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external/title.clip
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external/title.clip
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external/trap markers.clip
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external/trap markers.clip
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external/trigger-icon.png
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@@ -11,6 +11,7 @@ shader = ExtResource("1_besml")
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shader_parameter/intersection_color = Color(1, 1, 0, 1)
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shader_parameter/intersection_color = Color(1, 1, 0, 1)
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shader_parameter/intersection_thickness = 0.05
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shader_parameter/intersection_thickness = 0.05
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shader_parameter/intensity = 5.0
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shader_parameter/intensity = 5.0
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shader_parameter/dots_per_radian = 10.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_0fg7r"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_0fg7r"]
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render_priority = 0
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render_priority = 0
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@@ -4,7 +4,14 @@ render_mode blend_add, cull_disabled;
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uniform vec4 intersection_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);
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uniform vec4 intersection_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);
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uniform float intersection_thickness = 0.5;
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uniform float intersection_thickness = 0.5;
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uniform float intensity = 1.0f;
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uniform float intensity = 1.0f;
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uniform float dots_per_radian : hint_range(1.0, 50.0, 1.0) = 10.0f;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
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varying vec3 v_normal;
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void vertex() {
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v_normal = NORMAL;
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}
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void fragment() {
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void fragment() {
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// 1. Get linear depth of the scene (opaque objects)
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// 1. Get linear depth of the scene (opaque objects)
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@@ -30,6 +37,12 @@ void fragment() {
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float strength = .25 + .75 * (1.0 + sin(TIME*3.0))/2.0;
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float strength = .25 + .75 * (1.0 + sin(TIME*3.0))/2.0;
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ALPHA = max(.05, intersect * intersection_color.a * strength);
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ALPHA = max(.05, intersect * intersection_color.a * strength);
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float angle = atan(v_normal.z, v_normal.x);
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float dot_step = (2.0f * PI) / dots_per_radian;
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angle = round(angle / dot_step + 0.5f);
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if(mod(angle,2.0) == 0.0){
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ALPHA = 0.0;
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}
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if(ALPHA == .05){
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if(ALPHA == .05){
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ALBEDO = intersection_color.rgb;
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ALBEDO = intersection_color.rgb;
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}else{
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}else{
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