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@@ -1,420 +1,322 @@
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-[gd_scene load_steps=23 format=2]
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+[gd_scene load_steps=22 format=2]
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[ext_resource path="res://godotea.png" type="Texture" id=1]
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[sub_resource type="Shader" id=1]
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-
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code = "shader_type canvas_item;
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-uniform float outline_width=2.0;
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-uniform vec4 outline_color: hint_color;
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-
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-void fragment(){
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-vec4 col = texture(TEXTURE,UV);
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-vec2 ps = TEXTURE_PIXEL_SIZE;
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-float a;
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-float maxa=col.a;
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-float mina=col.a;
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-a=texture(TEXTURE,UV+vec2(0,-outline_width)*ps).a;
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-maxa=max(a,maxa);
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-mina=min(a,mina);
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-a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
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-maxa=max(a,maxa);
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-mina=min(a,mina);
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-a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
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-maxa=max(a,maxa);
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-mina=min(a,mina);
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-a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
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-maxa=max(a,maxa);
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-mina=min(a,mina);
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-
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-COLOR=mix(col,outline_color,maxa-mina);
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-}"
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-
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-[sub_resource type="ShaderMaterial" id=2]
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-
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-render_priority = 0
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-shader = SubResource( 1 )
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-shader_param/outline_width = null
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-shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="ShaderMaterial" id=3]
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-
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-render_priority = 0
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-[sub_resource type="Shader" id=4]
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-
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-code = "shader_type canvas_item;
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uniform float outline_width = 2.0;
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-uniform vec4 outline_color: hint_color;
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+uniform vec4 outline_color : hint_color;
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-void fragment(){
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+void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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- a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
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- maxa = max(a, maxa);
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+ a = texture(TEXTURE, UV + vec2(0.0, -outline_width) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(0.0, outline_width) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(-outline_width, 0.0) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(outline_width, 0.0) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- COLOR = mix(col, outline_color, maxa-mina);
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- }"
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-[sub_resource type="ShaderMaterial" id=5]
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+ COLOR = mix(col, outline_color, maxa - mina);
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+}"
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+
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+[sub_resource type="ShaderMaterial" id=2]
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+shader = SubResource( 1 )
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+shader_param/outline_width = 2.0
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+shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
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+
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+[sub_resource type="ShaderMaterial" id=3]
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-render_priority = 0
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-shader = SubResource( 4 )
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+[sub_resource type="ShaderMaterial" id=4]
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+shader = SubResource( 1 )
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shader_param/outline_width = 4.0
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shader_param/outline_color = Color( 0, 0, 0, 1 )
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-_sections_unfolded = [ "Resource", "shader_param" ]
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-
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-[sub_resource type="Shader" id=6]
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+[sub_resource type="Shader" id=5]
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code = "shader_type canvas_item;
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render_mode blend_premul_alpha;
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-//this shader only works properly with premultiplied alpha blend mode
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+// This shader only works properly with premultiplied alpha blend mode
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uniform float aura_width = 2.0;
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-uniform vec4 aura_color:hint_color;
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+uniform vec4 aura_color : hint_color;
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-void fragment(){
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+void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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-
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- a = texture(TEXTURE, UV + vec2(0, -aura_width)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(0.0, -aura_width) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(0.0, aura_width) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(-aura_width, 0.0) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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- a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
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- maxa = max(a, maxa);
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+
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+ a = texture(TEXTURE, UV + vec2(aura_width, 0.0) * ps).a;
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+ maxa = max(a, maxa);
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mina = min(a, mina);
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-
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+
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col.rgb *= col.a;
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-
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- COLOR = col;
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- float auraa = (maxa-mina);
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-
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- COLOR.rgb += aura_color.rgb*(auraa);
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-
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- }"
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-[sub_resource type="ShaderMaterial" id=7]
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+ COLOR = col;
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+ COLOR.rgb += aura_color.rgb * (maxa - mina);
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+}"
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-render_priority = 0
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-shader = SubResource( 6 )
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+[sub_resource type="ShaderMaterial" id=6]
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+shader = SubResource( 5 )
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shader_param/aura_width = 6.0
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shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=8]
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+[sub_resource type="Shader" id=7]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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uniform float radius = 4.0;
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-void fragment(){
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+void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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-
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- col += texture(TEXTURE, UV + vec2(0, -radius)*ps);
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- col += texture(TEXTURE, UV + vec2(0, radius)*ps);
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- col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
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- col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
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+
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+ col += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
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+ col += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
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+ col += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
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+ col += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
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col /= 5.0;
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-
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- COLOR = col;
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- }"
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-[sub_resource type="ShaderMaterial" id=9]
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+ COLOR = col;
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+}"
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-render_priority = 0
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-shader = SubResource( 8 )
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+[sub_resource type="ShaderMaterial" id=8]
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+shader = SubResource( 7 )
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shader_param/radius = 4.0
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=10]
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+[sub_resource type="Shader" id=9]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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uniform float fattyness = 2.0;
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-void fragment(){
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- vec2 ruv = UV - vec2(0.5,0.5);
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+void fragment() {
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+ vec2 ruv = UV - vec2(0.5, 0.5);
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vec2 dir = normalize(ruv);
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float len = length(ruv);
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-
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- len = pow(len*2.0, fattyness)*0.5;
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- ruv = len*dir;
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-
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+
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+ len = pow(len * 2.0, fattyness) * 0.5;
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+ ruv = len * dir;
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+
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vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
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-
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+
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COLOR = col;
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}"
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-[sub_resource type="ShaderMaterial" id=11]
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-
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-render_priority = 0
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-shader = SubResource( 10 )
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+[sub_resource type="ShaderMaterial" id=10]
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+shader = SubResource( 9 )
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shader_param/fattyness = 3.0
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=12]
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+[sub_resource type="Shader" id=11]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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uniform float radius = 5.0;
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-uniform vec4 modulate:hint_color;
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+uniform vec4 modulate : hint_color;
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-void fragment(){
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+void fragment() {
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vec2 ps = TEXTURE_PIXEL_SIZE;
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-
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- vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius)*ps);
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-
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- shadow += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
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- shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
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- shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
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- shadow += texture(TEXTURE, UV + vec2(0, radius)*ps);
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- shadow += texture(TEXTURE, UV + vec2(radius, -radius)*ps);
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- shadow += texture(TEXTURE, UV + vec2(radius, 0)*ps);
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- shadow += texture(TEXTURE, UV + vec2(radius, radius)*ps);
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+
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+ vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius) * ps);
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+
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+ shadow += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(-radius, radius) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(radius, -radius) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
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+ shadow += texture(TEXTURE, UV + vec2(radius, radius) * ps);
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shadow /= 8.0;
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shadow *= modulate;
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-
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+
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vec4 col = texture(TEXTURE, UV);
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COLOR = mix(shadow, col, col.a);
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- }"
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-
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-[sub_resource type="ShaderMaterial" id=13]
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+}"
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-render_priority = 0
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-shader = SubResource( 12 )
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+[sub_resource type="ShaderMaterial" id=12]
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+shader = SubResource( 11 )
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shader_param/radius = 8.0
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shader_param/modulate = Color( 0, 0, 0, 0.501961 )
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=14]
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+[sub_resource type="Shader" id=13]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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-uniform vec2 offset = vec2(8,8);
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-uniform vec4 modulate:hint_color;
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+uniform vec2 offset = vec2(8.0, 8.0);
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+uniform vec4 modulate : hint_color;
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-void fragment(){
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+void fragment() {
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vec2 ps = TEXTURE_PIXEL_SIZE;
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-
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- vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset*ps).a*modulate.a);
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+
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+ vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset * ps).a * modulate.a);
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vec4 col = texture(TEXTURE, UV);
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-
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- COLOR = mix(shadow, col, col.a);
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- }"
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-[sub_resource type="ShaderMaterial" id=15]
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+ COLOR = mix(shadow, col, col.a);
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+}"
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-render_priority = 0
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-shader = SubResource( 14 )
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+[sub_resource type="ShaderMaterial" id=14]
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+shader = SubResource( 13 )
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shader_param/offset = Vector2( 20, 20 )
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shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=16]
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+[sub_resource type="Shader" id=15]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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-uniform vec4 modulate:hint_color;
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-
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-void fragment(){
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-
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- COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a*modulate.a);
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-
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- }"
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+uniform vec4 modulate : hint_color;
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-[sub_resource type="ShaderMaterial" id=17]
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+void fragment() {
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+ COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a * modulate.a);
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+}"
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-render_priority = 0
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-shader = SubResource( 16 )
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+[sub_resource type="ShaderMaterial" id=16]
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+shader = SubResource( 15 )
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shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
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-_sections_unfolded = [ "shader_param" ]
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-
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-[sub_resource type="Shader" id=18]
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+[sub_resource type="Shader" id=17]
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code = "shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform float radius = 2.0;
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uniform float amount = 0.6;
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-void fragment(){
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+void fragment() {
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float r = radius;
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vec2 ps = TEXTURE_PIXEL_SIZE;
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vec4 col = texture(TEXTURE, UV);
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vec4 glow = col;
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-
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- glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
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- glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
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- glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
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- glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
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- glow += texture(TEXTURE, UV + vec2(0, r)*ps);
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- glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
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- glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
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- glow += texture(TEXTURE, UV + vec2(r, r)*ps);
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-
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+
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+ glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
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+ glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
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+ glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
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+ glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
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+ glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, r) * ps);
|
|
|
+
|
|
|
r *= 2.0;
|
|
|
- glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(0, r)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
|
|
|
- glow += texture(TEXTURE, UV + vec2(r, r)*ps);
|
|
|
-
|
|
|
+ glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
|
|
|
+ glow += texture(TEXTURE, UV + vec2(r, r) * ps);
|
|
|
+
|
|
|
glow /= 17.0;
|
|
|
glow *= amount;
|
|
|
col.rgb *= col.a;
|
|
|
-
|
|
|
- COLOR = glow + col;
|
|
|
-
|
|
|
- }"
|
|
|
|
|
|
-[sub_resource type="ShaderMaterial" id=19]
|
|
|
+ COLOR = glow + col;
|
|
|
+}"
|
|
|
|
|
|
-render_priority = 0
|
|
|
-shader = SubResource( 18 )
|
|
|
+[sub_resource type="ShaderMaterial" id=18]
|
|
|
+shader = SubResource( 17 )
|
|
|
shader_param/radius = 12.0
|
|
|
shader_param/amount = 0.5
|
|
|
-_sections_unfolded = [ "shader_param" ]
|
|
|
-
|
|
|
-[sub_resource type="Shader" id=20]
|
|
|
|
|
|
+[sub_resource type="Shader" id=19]
|
|
|
code = "shader_type canvas_item;
|
|
|
render_mode blend_mix;
|
|
|
|
|
|
uniform float amount = 20.0;
|
|
|
|
|
|
-void fragment(){
|
|
|
-
|
|
|
- vec2 uv = UV*0.05;
|
|
|
- float a = fract(sin(dot(UV, vec2(12.9898, 78.233)))*438.5453);
|
|
|
+void fragment() {
|
|
|
+ vec2 uv = UV * 0.05;
|
|
|
+ float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453);
|
|
|
vec4 col = texture(TEXTURE, UV);
|
|
|
-
|
|
|
+
|
|
|
col.a *= pow(a, amount);
|
|
|
-
|
|
|
- COLOR = col;
|
|
|
- }"
|
|
|
|
|
|
-[sub_resource type="ShaderMaterial" id=21]
|
|
|
+ COLOR = col;
|
|
|
+}"
|
|
|
|
|
|
-render_priority = 0
|
|
|
-shader = SubResource( 20 )
|
|
|
+[sub_resource type="ShaderMaterial" id=20]
|
|
|
+shader = SubResource( 19 )
|
|
|
shader_param/amount = 4.0
|
|
|
-_sections_unfolded = [ "shader_param" ]
|
|
|
-
|
|
|
-[node name="shaders" type="Node2D" index="0"]
|
|
|
|
|
|
+[node name="shaders" type="Node2D"]
|
|
|
material = SubResource( 2 )
|
|
|
position = Vector2( 263.737, 179.444 )
|
|
|
scale = Vector2( 0.3, 0.3 )
|
|
|
-_sections_unfolded = [ "Material", "Region", "Transform" ]
|
|
|
-
|
|
|
-[node name="normal" type="Sprite" parent="." index="0"]
|
|
|
|
|
|
+[node name="normal" type="Sprite" parent="."]
|
|
|
material = SubResource( 3 )
|
|
|
position = Vector2( -2.16144, 0 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Offset" ]
|
|
|
|
|
|
-[node name="outline" type="Sprite" parent="." index="1"]
|
|
|
-
|
|
|
-material = SubResource( 5 )
|
|
|
+[node name="outline" type="Sprite" parent="."]
|
|
|
+material = SubResource( 4 )
|
|
|
position = Vector2( 400, 0 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
-
|
|
|
-[node name="aura" type="Sprite" parent="." index="2"]
|
|
|
|
|
|
-material = SubResource( 7 )
|
|
|
+[node name="aura" type="Sprite" parent="."]
|
|
|
+material = SubResource( 6 )
|
|
|
position = Vector2( 800, 0 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Animation", "Material", "Offset", "Region", "Transform", "Visibility", "Z Index" ]
|
|
|
-
|
|
|
-[node name="blur" type="Sprite" parent="." index="3"]
|
|
|
|
|
|
-material = SubResource( 9 )
|
|
|
+[node name="blur" type="Sprite" parent="."]
|
|
|
+material = SubResource( 8 )
|
|
|
position = Vector2( 1200, 0 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
|
|
|
-[node name="fatty" type="Sprite" parent="." index="4"]
|
|
|
-
|
|
|
-material = SubResource( 11 )
|
|
|
+[node name="fatty" type="Sprite" parent="."]
|
|
|
+material = SubResource( 10 )
|
|
|
position = Vector2( 1600, 0 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
-
|
|
|
-[node name="dropshadow" type="Sprite" parent="." index="5"]
|
|
|
|
|
|
-material = SubResource( 13 )
|
|
|
+[node name="dropshadow" type="Sprite" parent="."]
|
|
|
+material = SubResource( 12 )
|
|
|
position = Vector2( 0, 800 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
|
|
|
-[node name="offsetshadow" type="Sprite" parent="." index="6"]
|
|
|
-
|
|
|
-material = SubResource( 15 )
|
|
|
+[node name="offsetshadow" type="Sprite" parent="."]
|
|
|
+material = SubResource( 14 )
|
|
|
position = Vector2( 400, 800 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
-
|
|
|
-[node name="silouette" type="Sprite" parent="." index="7"]
|
|
|
|
|
|
-material = SubResource( 17 )
|
|
|
+[node name="silouette" type="Sprite" parent="."]
|
|
|
+material = SubResource( 16 )
|
|
|
position = Vector2( 800, 800 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
-
|
|
|
-[node name="glow" type="Sprite" parent="." index="8"]
|
|
|
|
|
|
-material = SubResource( 19 )
|
|
|
+[node name="glow" type="Sprite" parent="."]
|
|
|
+material = SubResource( 18 )
|
|
|
position = Vector2( 1200, 800 )
|
|
|
texture = ExtResource( 1 )
|
|
|
-_sections_unfolded = [ "Material", "Transform", "Z Index" ]
|
|
|
|
|
|
-[node name="dissintegrate" type="Sprite" parent="." index="9"]
|
|
|
-
|
|
|
-material = SubResource( 21 )
|
|
|
+[node name="dissintegrate" type="Sprite" parent="."]
|
|
|
+material = SubResource( 20 )
|
|
|
position = Vector2( 1600, 800 )
|
|
|
texture = ExtResource( 1 )
|
|
|
region_rect = Rect2( 141, 115, 39, 6 )
|
|
|
-_sections_unfolded = [ "Material", "Transform" ]
|
|
|
-
|
|
|
|