Add dist.sh script to automatically build and create project template, Update README
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README.md
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README.md
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@ -21,12 +21,16 @@ You can find the latest releases [here](https://github.com/ChaoticByte/Fragmente
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## Usage
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## Usage
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With Fragemented, you are editing images by writing GDShaders. This brings almost endless opportunities to create unique art.
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With Fragemented, you are processing images with GDShaders. This brings almost endless opportunities to create unique art.
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If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
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If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
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The repo also includes examples. You can use them as a starting-point to write your own filters.
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**The builtin editor got removed** from Fragmented with version **v9.0**. I advise you to write your shaders directly in the Godot Editor.
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Besides the regular GDShader stuff, Fragmented also has so-called directives. Those allow to further control the behaviour of the application. The most important directive is `//!load` to load an image.
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**To get started, use the project template (see the Releases section of this repo) and open it in Godot.**
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The template includes many examples. You can use them as a starting-point to write your own stuff.
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Besides the regular GDShader stuff, Fragmented has so-called directives. Those allow to further control the behaviour of the application. **The most important directive is `//!load` to load an image.**
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### Load TEXTURE using the `//!load` directive
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### Load TEXTURE using the `//!load` directive
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@ -129,7 +133,6 @@ Commands:
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| Dumps the shaderlib into the current directory.
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| Dumps the shaderlib into the current directory.
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```
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```
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### Batch Mode
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### Batch Mode
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@ -3,7 +3,7 @@
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set -e
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set -e
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function log {
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function log {
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echo -e "\033[1;36m* $@\033[0m"
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echo -e "\033[1;36m***** $@ *****\033[0m"
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}
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}
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log
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log
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22
dist.sh
Executable file
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dist.sh
Executable file
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set -e
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function log {
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echo -e "\033[1;36m***** $@ *****\033[0m"
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}
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log Building application
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VERSION="$(godot --headless --no-header -s tools/get_version.gd)"
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godot --headless --export-release "Linux/X11" "dist/Fragmented-${VERSION}.x86_64"
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log Packing project template
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ZIP_PATH=$(realpath "dist/Fragmented-${VERSION}_project_template.zip")
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rm -f "${ZIP_PATH}"
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zip -r "${ZIP_PATH}" shaderlib/
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(
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cd examples/
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zip -r "${ZIP_PATH}" *
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)
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examples/project.godot
Normal file
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examples/project.godot
Normal file
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Fragmented Project"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon=""
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@ -8,7 +8,7 @@ dedicated_server=false
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custom_features=""
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custom_features=""
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export_filter="all_resources"
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export_filter="all_resources"
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include_filter=""
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include_filter=""
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exclude_filter="screenshot.png, examples/*"
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exclude_filter="screenshot.png, examples/*, tools/*, build-template/*"
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export_path="dist/Fragmented.x86_64"
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export_path="dist/Fragmented.x86_64"
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encryption_include_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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encryption_exclude_filters=""
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shaderlib/_DO_NOT_EDIT.txt
Normal file
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shaderlib/_DO_NOT_EDIT.txt
Normal file
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If you find this inside the project template, editing these gdshaderinc files
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does nothing. They are already packed with the application and are only here
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for you and the Godot Editor to read (auto complete and so on).
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If you want to change one of the files, copy it to another location,
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edit it and #include it in your shader file.
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If you have questions, don't be shy, open a issue :)
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Have fun experimenting!
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7
tools/get_version.gd
Normal file
7
tools/get_version.gd
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extends SceneTree
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# godot --headless --no-header -s tools/get_version.gd
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func _init() -> void:
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print(ProjectSettings.get_setting("application/config/version"))
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quit(0)
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