Sound FX, major work on set schedule, and some new concepts for items and portraits
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27
shaders/animated_gradient.gdshader
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27
shaders/animated_gradient.gdshader
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shader_type canvas_item;
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uniform sampler2D gradient;
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instance uniform float threshold = -0.1;
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uniform float fringe = 0;
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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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vec4 col = texture(TEXTURE, UV);
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float lum = 0.2126*col.r + 0.7152*col.g + 0.0722*col.b;
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vec4 g_col = texture(gradient, vec2((threshold + fringe) - lum, 0));
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if(lum > threshold){
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float fringe_alpha = max(0, (fringe - (lum - threshold))/fringe);
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COLOR = vec4(g_col.rgb,fringe_alpha * col.a);
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}else{
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COLOR = vec4(g_col.rgb, col.a);
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}
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// Called for every pixel the material is visible on.
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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
shaders/animated_gradient.gdshader.uid
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1
shaders/animated_gradient.gdshader.uid
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uid://uxrvcuhjnjgl
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