lots of changeru
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@@ -39,6 +39,11 @@ void fragment() {
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COLOR = col * tint;
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}
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void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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float cNdotL = max(1.0, dot(NORMAL, LIGHT_DIRECTION));
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LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a);
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}
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105
src/shaders/game_world.gdshader
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105
src/shaders/game_world.gdshader
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@@ -0,0 +1,105 @@
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shader_type canvas_item;
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uniform vec4 original_0: source_color;
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uniform vec4 original_1: source_color;
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uniform vec4 original_2: source_color;
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uniform vec4 original_3: source_color;
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uniform vec4 original_4: source_color;
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uniform vec4 original_5: source_color;
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uniform vec4 original_6: source_color;
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uniform vec4 original_7: source_color;
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uniform vec4 original_8: source_color;
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uniform vec4 original_9: source_color;
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uniform vec4 original_10: source_color;
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uniform vec4 original_11: source_color;
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uniform vec4 original_12: source_color;
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uniform vec4 original_13: source_color;
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uniform vec4 replace_0: source_color;
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uniform vec4 replace_1: source_color;
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uniform vec4 replace_2: source_color;
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uniform vec4 replace_3: source_color;
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uniform vec4 replace_4: source_color;
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uniform vec4 replace_5: source_color;
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uniform vec4 replace_6: source_color;
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uniform vec4 replace_7: source_color;
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uniform vec4 replace_8: source_color;
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uniform vec4 replace_9: source_color;
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uniform vec4 replace_10: source_color;
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uniform vec4 replace_11: source_color;
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uniform vec4 replace_12: source_color;
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uniform vec4 replace_13: source_color;
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uniform vec4 tint: source_color = vec4(1.0);
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uniform vec4 ambient: source_color = vec4(1.0, 1.0, 1.0, 1.0);
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const float precision = 0.1;
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const int Colz = 14;
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vec4 swap_color(vec4 color){
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vec4 original_colors[Colz] = vec4[Colz] (
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original_0,
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original_1,
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original_2,
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original_3,
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original_4,
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original_5,
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original_6,
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original_7,
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original_8,
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original_9,
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original_10,
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original_11,
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original_12,
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original_13
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);
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vec4 replace_colors[Colz] = vec4[Colz] (
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replace_0,
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replace_1,
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replace_2,
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replace_3,
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replace_4,
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replace_5,
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replace_6,
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replace_7,
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replace_8,
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replace_9,
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replace_10,
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replace_11,
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replace_12,
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replace_13
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);
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for (int i = 0; i < Colz; i ++) {
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if (distance(color, original_colors[i]) <= precision){
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return replace_colors[i];
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}
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}
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return color;
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}
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void fragment() {
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vec4 col = swap_color(texture(TEXTURE, UV));
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COLOR = col * tint * ambient;
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}
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void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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float cNdotL = max(1.0, dot(NORMAL, LIGHT_DIRECTION));
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LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a);
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}
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1
src/shaders/game_world.gdshader.uid
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1
src/shaders/game_world.gdshader.uid
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@@ -0,0 +1 @@
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uid://dob36l1rwi2en
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