Work on vfx and sfx for traps.
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46
visuals/shaders/explosion cloud.gdshader
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46
visuals/shaders/explosion cloud.gdshader
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shader_type spatial;
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uniform sampler2D noise;
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uniform sampler2D emissive_noise;
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uniform sampler2D color_gradient;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture;
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uniform vec4 emissive_color : source_color = vec4(1.0, 0.3, 1.0, 1.0);
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uniform float noise_strength : hint_range(0.1,2) = 1;
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uniform float edge_distance : hint_range(1, 10) = 1;
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uniform vec2 oscillation_speed = vec2(1,1);
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varying vec3 world_vertex;
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void vertex() {
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// Called for every vertex the material is visible on.
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vec2 uv = UV + TIME * oscillation_speed;
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float noise_val = texture(noise, uv).r;
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VERTEX = VERTEX + NORMAL * noise_strength * noise_val;
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world_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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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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vec3 color;
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vec3 e_col = emissive_color.rgb;
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vec2 uv = UV;
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float g_noise_val = texture(noise, vec2(uv.x + TIME * 0.2, 0.5)).r;
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g_noise_val *= g_noise_val;
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float e_noise_val = texture(noise, uv + TIME * 0.2).r;
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vec3 gradient_col = texture(color_gradient, vec2(g_noise_val, 0)).rgb;
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color = gradient_col;
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ALBEDO = color;
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e_col = e_col * smoothstep(COLOR.r,1.0, texture(emissive_noise, UV).r) * 20.0;
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EMISSION = e_col.rgb;
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float depth_tex = texture(DEPTH_TEXTURE, SCREEN_UV).r;
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float prox_factor = 1.0 - smoothstep(depth_tex, depth_tex + edge_distance, VERTEX.z);
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float a_noise_val = smoothstep(0, .8, texture(noise, uv + TIME * 0.1).r);
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ALPHA = COLOR.a * a_noise_val * prox_factor;
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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