[gd_scene load_steps=19 format=2] [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] [ext_resource path="res://addons/summer_day/display/display.gd" type="Script" id=4] [ext_resource path="res://Bullshit/Main.gd" type="Script" id=5] [ext_resource path="res://addons/summer_day/user_interface/canvas/rendering/space_camera.gd" type="Script" id=6] [ext_resource path="res://Mult Test.gd" type="Script" id=7] [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 [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 ) [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; uniform mat3 canvas_transform; uniform sampler2D table : hint_albedo; vec4 indx(int i) { //return vec4(1.0, 1.0, 0.0, 1.0); return textureLod(table, vec2(float(i) * 0.125 + 0.0625), 0); } 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); vec4 pre = vec4(VERTEX, 1.0) * crank_matrix; 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; } void fragment() { ALBEDO = texture(table, UV).rgb; }" [sub_resource type="ShaderMaterial" id=7] shader = SubResource( 6 ) shader_param/canvas_transform = Basis( 0.0018018, 0, -1, 0, -0.00289436, 1, 0, 0, 1 ) shader_param/table = SubResource( 15 ) [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 ) [sub_resource type="Animation" id=13] [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 script = ExtResource( 6 ) [node name="Sprite" type="Sprite" parent="."] visible = false position = Vector2( 619.786, 73.103 ) texture = SubResource( 15 ) centered = false [node name="Sprite3D" type="Sprite3D" parent="."] visible = false opacity = 0.15 texture = ExtResource( 3 ) [node name="CSGBox" type="CSGMesh" parent="." groups=["SummerDaySpatialTransform"]] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.401247, 0.829002, -0.735263 ) 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 } scene = SubResource( 13 ) [node name="Mult Test" type="Button" parent="."] margin_right = 12.0 margin_bottom = 20.0 text = "Mat4rix Mult" script = ExtResource( 7 ) __meta__ = { "_edit_use_anchors_": false } [connection signal="pressed" from="Mult Test" to="Mult Test" method="_on_Mult_Test_pressed"]