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[gd_scene load_steps=18 format=2]
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[ext_resource path="res://TryingOutSomethingNew.gd" type="Script" id=1]
[ext_resource path="res://Node2D.gd" type="Script" id=2]
[ext_resource path="res://icon.png" type="Texture" id=3]
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[ext_resource path="res://addons/summer_day/display/display.gd" type="Script" id=4]
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[ext_resource path="res://Bullshit/Main.gd" type="Script" id=5]
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[ext_resource path="res://addons/summer_day/user_interface/canvas/rendering/space_camera.gd" type="Script" id=6]
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[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,skip_vertex_transform;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform mat4 ha;
void vertex() {
vec4 row0 = vec4(0.25, 0.0, 0.0, -0.5);
vec4 row1 = vec4(0.0, 0.25, 0.0, 0.0);
vec4 row2 = vec4(0.0, 0.0, 0.25, -3.0);
vec4 row3 = vec4(0.0, 0.0, 0.00, 3.5);
mat4 crank_matrix = mat4(row0, row1, row2, row3);
vec4 pre = vec4(VERTEX, 1.0) * crank_matrix;
POSITION = pre;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb;
}"
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.768627, 0.231373, 0.231373, 1 )
shader_param/ha = null
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[sub_resource type="Image" id=16]
data = {
"data": PoolByteArray( 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63 ),
"format": "RGBAFloat",
"height": 1,
"mipmaps": false,
"width": 8
}
[sub_resource type="ImageTexture" id=15]
flags = 0
flags = 0
image = SubResource( 16 )
size = Vector2( 8, 1 )
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[sub_resource type="CapsuleMesh" id=5]
radius = 0.9
mid_height = 2.0
radial_segments = 16
rings = 2
[sub_resource type="Shader" id=6]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,skip_vertex_transform;
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uniform mat3 canvas_transform;
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uniform sampler2D table : hint_albedo;
vec4 indx(int i) {
//return vec4(1.0, 1.0, 0.0, 1.0);
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return textureLod(table, vec2(float(i) * 0.125 + 0.0625), 0);
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}
void vertex() {
vec4 row0;
vec4 row1;
vec4 row2;
vec4 row3;
if (VERTEX.z >= 0.0) {
row0 = vec4(indx(0).x, indx(0).y, indx(0).z, indx(0).w);
row1 = vec4(indx(1).x, indx(1).y, indx(1).z, indx(1).w);
row2 = vec4(indx(2).x, indx(2).y, indx(2).z, indx(2).w);
row3 = vec4(indx(3).x, indx(3).y, indx(3).z, indx(3).w);
}
else {
row0 = vec4(indx(4).x, indx(4).y, indx(4).z, indx(4).w);
row1 = vec4(indx(5).x, indx(5).y, indx(5).z, indx(5).w);
row2 = vec4(indx(6).x, indx(6).y, indx(6).z, indx(6).w);
row3 = vec4(indx(7).x, indx(7).y, indx(7).z, indx(7).w);
}
mat4 crank_matrix = mat4(row0, row1, row2, row3);
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vec4 pre = vec4(VERTEX, 1.0) * crank_matrix;
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vec3 transformed_xy = vec3(pre.xy, 1.0) * transpose(canvas_transform);
vec4 post = vec4(transformed_xy.x, transformed_xy.y, pre.z, pre.w);
POSITION = post;
VERTEX = (post / post.w).xyz;
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}
void fragment() {
ALBEDO = texture(table, UV).rgb;
}"
[sub_resource type="ShaderMaterial" id=7]
shader = SubResource( 6 )
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shader_param/canvas_transform = Basis( 0.89779, 0.0130737, -0.857315, 0.0243171, -1.66989, 0.724701, 0, 0, 1 )
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shader_param/table = SubResource( 15 )
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[sub_resource type="QuadMesh" id=8]
[sub_resource type="Shader" id=9]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,unshaded;
void vertex() {
vec4 row0;
vec4 row1;
vec4 row2;
vec4 row3;
row0 = vec4(0.2, 0.2, 0.0, 0.0);
row1 = vec4(-0.2, 0.2, 0.0, 0.0);
row2 = vec4(0.0, 0.0, 1.0, 0.0);
row3 = vec4(0.0, 0.0, 0.0, 1.0);
mat4 crank_matrix = mat4(row0, row1, row2, row3);
vec4 pre = vec4(VERTEX, 1.0) * crank_matrix;
POSITION = pre;
VERTEX = VERTEX;
}
void fragment() {
ALBEDO = vec3(0.0, 1.0, 0.0);
}"
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 9 )
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[sub_resource type="Animation" id=13]
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[node name="Main" type="Node"]
script = ExtResource( 5 )
[node name="CSGCylinder" type="CSGCylinder" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 3.03888, -0.0140027, -0.205594 )
height = 3.586
material = SubResource( 2 )
script = ExtResource( 1 )
[node name="CSGCylinder2" type="CSGCylinder" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -25.8122, 0, 0 )
[node name="Camera" type="Camera" parent="."]
size = 2.0
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script = ExtResource( 6 )
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[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 619.786, 73.103 )
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texture = SubResource( 15 )
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centered = false
[node name="Sprite3D" type="Sprite3D" parent="."]
visible = false
opacity = 0.15
texture = ExtResource( 3 )
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[node name="CSGBox" type="CSGMesh" parent="." groups=["SummerDaySpatialTransform"]]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.401247, 0.829002, -0.735263 )
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mesh = SubResource( 5 )
material = SubResource( 7 )
[node name="Node2D" type="Node2D" parent="."]
script = ExtResource( 2 )
[node name="CSGBox2" type="CSGBox" parent="."]
visible = false
[node name="CSGMesh" type="CSGMesh" parent="."]
visible = false
mesh = SubResource( 8 )
material = SubResource( 10 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.398693, -0.714769, -0.574586, 0.450925, 0.698355, -0.555848, 0.798568, -0.0374829, 0.600737, -4.26558, 5.43131, 5.80283 )
[node name="SDDisplay" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
script = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
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scene = SubResource( 13 )