Please don’t rely on this Gitea instance being around forever. If any of your build scripts use my (kageru’s) projects hosted here, check my Github or IEW on Github for encoding projects. If you can’t find what you’re looking for there, tell me to migrate it.
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[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"]