Massive work on level, UI, sound, and player functionality, small progress on netcode. Renamed project to Net Gunner.
This commit is contained in:
29
visuals/shaders/lowres-text.gdshader
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29
visuals/shaders/lowres-text.gdshader
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shader_type canvas_item;
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uniform float tracks : hint_range(1, 200, 1) = 1;
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uniform float vshift = 0;
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uniform float max_offset = 1;
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float random (vec2 uv) {
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return fract(sin(dot(uv.xy,
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vec2(12.9898,78.233))) * 43758.5453123);
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}
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void vertex() {
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 uv = floor(UV * tracks);
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vec2 rv = vec2(0.0, round(UV.y * 4.0) / 4.0 * 2.0);
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rv.y += TIME;
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float r = random(rv);
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float r2 = random(-rv);
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float brightness = .5 + .5 * r * mod(uv.y, 2.0) / 2.0;
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COLOR.rgb = COLOR.rgb * brightness;
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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1
visuals/shaders/lowres-text.gdshader.uid
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1
visuals/shaders/lowres-text.gdshader.uid
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uid://dhtpmyruoq46j
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@@ -1,7 +1,7 @@
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shader_type canvas_item;
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uniform sampler2D main_texture;
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uniform float granularity;
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uniform float granularity : hint_range(5, 30) = 15.0;
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uniform float opacity_limit;
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float random (vec2 uv) {
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@@ -17,15 +17,17 @@ void vertex() {
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 uv = UV;
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uv.y = TIME * uv.y + TIME * 0.5;
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uv.x = 2.0 * TIME * uv.x + TIME * 1.0;
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float g = ( pow(granularity, 2));
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uv = round((uv * g)) / g;
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uv.y = TIME * uv.y + TIME * .05;
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uv.x = 10.0 * TIME * uv.x + TIME * 1.0;
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float val = random(uv);
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float op = random(-uv) / val;
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float alpha = 1.0;
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if(op < opacity_limit){
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alpha = 0.0;
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}
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vec4 color = vec4(val, val, val, alpha);
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vec4 color = vec4(val, val, val, alpha * COLOR.a);
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COLOR = color;
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}
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38
visuals/shaders/tv_static_image.gdshader
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38
visuals/shaders/tv_static_image.gdshader
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shader_type canvas_item;
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uniform sampler2D noise;
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uniform float threshold : hint_range(0,0.5)= .5;
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uniform float strength : hint_range(-0.5,0.5) = 0;
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float random (vec2 uv) {
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return fract(sin(dot(uv.xy,
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vec2(12.9898,78.233))) * 43758.5453123);
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}
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 uv = UV;
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vec2 rv = vec2(mod(TIME, 1.0), uv.y);
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vec4 val = texture(noise, rv);
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uv.x += .01 * (val.x - 0.5) * 2.0;
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float extrema = abs(val.x - 0.5);
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//if(extrema > threshold){
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//uv.x += sign(val.x - 0.5) * mix(0,strength, (extrema) / (.5 - threshold));
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//}
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if(extrema > threshold){
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uv.x -= strength * (val.x - 0.5) * 2.0;
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}
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vec4 col = texture(TEXTURE, uv);
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col.rgb *= COLOR.rgb;
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COLOR = col; //* COLOR;
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//COLOR = val;
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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1
visuals/shaders/tv_static_image.gdshader.uid
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1
visuals/shaders/tv_static_image.gdshader.uid
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uid://jip0tjt8bc1n
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