sokoban
Diffstat (limited to 'swayshader.tres')
| -rw-r--r-- | swayshader.tres | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/swayshader.tres b/swayshader.tres deleted file mode 100644 index 7ad80e1..0000000 --- a/swayshader.tres +++ /dev/null @@ -1,58 +0,0 @@ -[gd_resource type="ShaderMaterial" load_steps=2 format=2] - -[sub_resource type="Shader" id=1] -code = "// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d -// original script modified by HungryProton so that the assets are moving differently : https://pastebin.com/VL3AfV8D -// -// speed - The speed of the wind movement. -// minStrength - The minimal strength of the wind movement. -// maxStrength - The maximal strength of the wind movement. -// strengthScale - Scalefactor for the wind strength. -// interval - The time between minimal and maximal strength changes. -// detail - The detail (number of waves) of the wind movement. -// distortion - The strength of geometry distortion. -// heightOffset - The height where the wind begins to move. By default 0.0. - -shader_type canvas_item; -render_mode blend_mix; - -// Wind settings. -uniform float speed = 1.0; -uniform float minStrength : hint_range(0.0, 1.0) = 0.05; -uniform float maxStrength : hint_range(0.0, 1.0) = 0.01; -uniform float strengthScale = 100.0; -uniform float interval = 3.5; -uniform float detail = 1.0; -uniform float distortion : hint_range(0.0, 1.0); -uniform float heightOffset : hint_range(0.0, 1.0); - -// With the offset value, you can if you want different moves for each asset. Just put a random value (1, 2, 3) in the editor. Don't forget to mark the material as unique if you use this -uniform float offset = 0; - - -float getWind(vec2 vertex, vec2 uv, float time){ - float diff = pow(maxStrength - minStrength, 2.0); - float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength) * strengthScale; - float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, (1.0-uv.y) - heightOffset); - - return wind; -} - -void vertex() { - vec4 pos = WORLD_MATRIX * vec4(0.0, 0.0, 0.0, 1.0); - float time = TIME * speed + offset; - //float time = TIME * speed + pos.x * pos.y ; not working when moving... - VERTEX.x += getWind(VERTEX.xy, UV, time); -}" - -[resource] -shader = SubResource( 1 ) -shader_param/speed = 1.0 -shader_param/minStrength = 0.206 -shader_param/maxStrength = 0.01 -shader_param/strengthScale = 100.0 -shader_param/interval = 5.0 -shader_param/detail = 0.5 -shader_param/distortion = 0.0 -shader_param/heightOffset = 0.5 -shader_param/offset = 0.0 |