First work on dialogic, resized guild, and started implementing portraits.
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@@ -0,0 +1,17 @@
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shader_type canvas_item;
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uniform vec2 final_offset = vec2(0,-1);
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uniform float progress: hint_range(0.0, 1.0);
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uniform sampler2D previous_background: source_color, hint_default_transparent;
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uniform sampler2D next_background: source_color, hint_default_transparent;
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void fragment() {
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vec2 uv = UV + final_offset * progress*vec2(-1, -1);
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if (uv.x < 1.0 && uv.x > 0.0 && uv.y < 1.0 && uv.y > 0.0){
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COLOR = texture(previous_background, uv, 1);
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} else {
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COLOR = texture(next_background, uv-final_offset*vec2(-1,-1));
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}
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}
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