sokoban
Diffstat (limited to 'swayshader.tres')
-rw-r--r--swayshader.tres58
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