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