Bump version to v6.0, update & improve README, add new screenshot, and more; closes #19
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5 changed files with 9 additions and 24 deletions
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README.md
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README.md
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@ -28,34 +28,18 @@ The image file will be read and available as the `TEXTURE` variable.
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```glsl
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```glsl
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//!load+ <name> <filepath>
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//!load+ <name> <filepath>
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uniform sampler2D <name>;
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uniform sampler2D <name>;
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```
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```
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Have a look at the `place_texture.gdshader` example:
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Have a look at the `place_texture.gdshader` example.
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```glsl
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shader_type canvas_item;
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#include "res://shaderlib/transform.gdshaderinc"
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//!load ./swamp.jpg
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//!load+ img2 ./grass.png
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uniform sampler2D img2: repeat_disable, filter_nearest;
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void fragment() {
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vec4 grass = place_texture(img2, UV, TEXTURE_PIXEL_SIZE, vec2(0, .47), vec2(1));
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grass.rgb += (vec3(0.03, 0.07, 0.11) - ((UV.y - .8) * 0.15)); // color correction
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COLOR.rgb = mix(COLOR.rgb, grass.rgb, grass.a);
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}
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```
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## Shaderlib
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## Shaderlib
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This repo comes with a (still small) shader library including pre-written functions and more.
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This repo comes with a (still small) shader library including pre-written functions and more.
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Have a look at the `shaderlib` folder.
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Have a look at the `shaderlib` folder.
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Here is an example on how to use it (the `hsv.gdshader` example):
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Here is an example:
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```glsl
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```glsl
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shader_type canvas_item;
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shader_type canvas_item;
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@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="Fragmented"
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config/name="Fragmented"
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config/version="v5.0"
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config/version="v6.0"
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run/main_scene="res://scenes/main.tscn"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.3", "Mobile")
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config/features=PackedStringArray("4.3", "Mobile")
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run/low_processor_mode=true
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run/low_processor_mode=true
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BIN
screenshot.png
BIN
screenshot.png
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Before Width: | Height: | Size: 669 KiB After Width: | Height: | Size: 635 KiB |
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@ -1,5 +1,7 @@
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// rgb2hsv and hsv2rgb functions adapted from https://godotshaders.com/shader/hsv-adjustment/
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// rgb2hsv and hsv2rgb functions adapted
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// from https://godotshaders.com/shader/hsv-adjustment/
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// original code by https://godotshaders.com/author/al1-ce/
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// Convert RGB to HSV (hue, saturation, brightness)
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// Convert RGB to HSV (hue, saturation, brightness)
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vec4 rgb2hsv(vec4 c) {
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vec4 rgb2hsv(vec4 c) {
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@ -1,7 +1,6 @@
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// Alpha Blending a over b after Bruce A. Wallace
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// Alpha Blending a over b after Bruce A. Wallace
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// sources:
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// source: https://en.wikipedia.org/wiki/Alpha_compositing
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// - https://en.wikipedia.org/wiki/Alpha_compositing
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vec4 alpha_blend(vec4 b, vec4 a) {
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vec4 alpha_blend(vec4 b, vec4 a) {
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float alpha = a.a + (b.a * (1.0 - a.a));
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float alpha = a.a + (b.a * (1.0 - a.a));
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vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
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vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
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