Don't include the shaderlib in the application anymore, instead distribute a zip file with each release

This commit is contained in:
ChaoticByte 2025-02-04 18:59:57 +01:00
parent 1ee3088cce
commit da1bd6a58a
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11 changed files with 21 additions and 24 deletions

14
dist.sh
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@ -10,13 +10,19 @@ VERSION="$(godot --headless --no-header -s tools/get_version.gd)"
godot --headless --export-release "Linux/X11" "dist/Fragmented-${VERSION}.x86_64"
log Packing shaderlib
ZIP_PATH_SHADERLIB=$(realpath "dist/Fragmented-${VERSION}_shaderlib.zip")
zip -r "${ZIP_PATH_SHADERLIB}" shaderlib/
log Packing project template
ZIP_PATH=$(realpath "dist/Fragmented-${VERSION}_project_template.zip")
ZIP_PATH_PROJECT_TEMPLATE=$(realpath "dist/Fragmented-${VERSION}_project_template.zip")
rm -f "${ZIP_PATH}"
zip -r "${ZIP_PATH}" shaderlib/
rm -f "${ZIP_PATH_PROJECT_TEMPLATE}"
(
cd examples/
zip -r "${ZIP_PATH}" *
mv project.godot_ project.godot && trap "mv project.godot project.godot_" EXIT
zip -r "${ZIP_PATH_PROJECT_TEMPLATE}" *
)

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@ -1,7 +1,7 @@
shader_type canvas_item;
//!load ./images/swamp.jpg
#include "res://shaderlib/blur.gdshaderinc"
#include "./shaderlib/blur.gdshaderinc"
void fragment() {
COLOR = gaussian_blur(TEXTURE, UV, 48, 24.0);

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@ -1,7 +1,7 @@
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
#include "res://shaderlib/pixelate.gdshaderinc"
#include "./shaderlib/hsv.gdshaderinc"
#include "./shaderlib/pixelate.gdshaderinc"
//!load ./images/swamp.jpg

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@ -2,7 +2,7 @@ shader_type canvas_item;
//!load ./images/noisy.png
#include "res://shaderlib/denoise.gdshaderinc"
#include "./shaderlib/denoise.gdshaderinc"
void fragment() {
COLOR = smart_denoise(TEXTURE, UV, 12.0, 1.0, .12);

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@ -2,8 +2,8 @@ shader_type canvas_item;
//!load ./images/mountain.jpg
#include "res://shaderlib/kuwahara.gdshaderinc"
#include "res://shaderlib/hsv.gdshaderinc"
#include "./shaderlib/kuwahara.gdshaderinc"
#include "./shaderlib/hsv.gdshaderinc"
void fragment() {
// Kuwahara

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@ -1,6 +1,6 @@
shader_type canvas_item;
#include "res://shaderlib/oklab.gdshaderinc"
#include "./shaderlib/oklab.gdshaderinc"
//!load ./images/swamp.jpg

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@ -1,7 +1,7 @@
shader_type canvas_item;
#include "res://shaderlib/place_texture.gdshaderinc"
#include "res://shaderlib/common.gdshaderinc"
#include "./shaderlib/place_texture.gdshaderinc"
#include "./shaderlib/common.gdshaderinc"
//!load ./images/swamp.jpg
//!load+ img2 ./images/grass.png

1
examples/shaderlib Symbolic link
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@ -0,0 +1 @@
../shaderlib

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@ -8,7 +8,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="screenshot.png, examples/*, tools/*, build-template/*"
exclude_filter="screenshot.png, examples/*, shaderlib/*, tools/*, build-template/*"
export_path="dist/Fragmented.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""

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@ -1,10 +0,0 @@
If you find this inside the project template, editing these gdshaderinc files
does nothing. They are already packed with the application and are only here
for you and the Godot Editor to read (auto complete and so on).
If you want to change one of the files, copy it to another location,
edit it and #include it in your shader file.
If you have questions, don't be shy, open a issue :)
Have fun experimenting!