just reorganised files thats it

This commit is contained in:
2025-06-24 02:55:20 +10:00
parent 3c5c8f1a44
commit 2bfea6471c
198 changed files with 313 additions and 747 deletions

139
Shaders/foliage.gdshader Normal file
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shader_type spatial;
render_mode depth_draw_opaque, specular_schlick_ggx, depth_prepass_alpha ;
//render_mode blend_mix, cull_disabled, depth_draw_opaque, specular_disabled;
uniform vec4 TopColor : source_color = vec4(0.24, 0.47, 0.27, 1.0);
uniform vec4 BottomColor : source_color = vec4(0.13, 0.33, 0.25, 1.0);
uniform sampler2D Alpha;
uniform vec4 FresnelColor : source_color = vec4(0.58, 0.65, 0.33, 1.0);
uniform float WindScale : hint_range(1.0, 20.0) = 1.0;
uniform float WindSpeed : hint_range(0.0, 20.0) = 4.0;
uniform float WindStrength : hint_range(1.0, 20.0) = 5.0;
uniform float WindDensity : hint_range(1.0, 20.0) = 5.0;
uniform float ClampTop : hint_range(0.0, 1.0) = 1.0;
uniform float ClampBtm : hint_range(-1.0, 0.0) = 0.0;
uniform float MeshScale : hint_range(-5.0, 5.0) = -0.333;
uniform float ColorRamp : hint_range(0.05, 5.0) = 0.3;
uniform float FaceRoationVariation : hint_range(-3.0, 3.0) = 1.0;
uniform float FresnelStrength : hint_range(-2.0, 2.0) = 0.5;
uniform float FresnelBlend : hint_range(-1.0, 1.0) = 1.0;
uniform bool DeactivateGlobalVariation;
// Uniforms for wiggling
uniform sampler2D WiggleNoise : hint_default_black;
uniform float WiggleFrequency = 3.0;
uniform float WiggleStrength = 0.1;
uniform float WiggleSpeed = 1.0;
uniform float WiggleScale = 3.0;
uniform float DistanceScale : hint_range(0.0, 5.0) = 0.5;
uniform float DistanceStart = 0;
uniform float DistanceScaleRange = 70;
vec2 rotateUV(vec2 uv, float rotation, vec2 mid)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
return vec2(
cosAngle * (uv.x - mid.x) + sinAngle * (uv.y - mid.y) + mid.x,
cosAngle * (uv.y - mid.y) - sinAngle * (uv.x - mid.x) + mid.y
);
}
varying vec3 obj_vertex;
void vertex()
{
float distanceScale = 1.0;
vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; //Generates world coordinates for vertecies
vec3 distance_vector = world_pos - (INV_VIEW_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
float square_distance = distance_vector.x * distance_vector.x + distance_vector.y * distance_vector.y + distance_vector.z * distance_vector.z;
float square_end = (DistanceScaleRange + DistanceStart) * (DistanceScaleRange + DistanceStart);
float square_start = DistanceStart * DistanceStart;
float square_range = square_end - square_start;
float distance_influence = clamp((square_distance - square_start) / square_range, 0.0, 1.0);
//Camera-Orientation based on https://www.youtube.com/watch?v=iASMFba7GeI
vec3 orient_2d = vec3(1.0, 1.0, 0.0) - vec3(UV.x, UV.y, 0.0);
orient_2d *= 2.0;
orient_2d -= vec3(1.0, 1.0, 0.0);
orient_2d *= -1.0;
orient_2d *= MeshScale;
orient_2d *= (1.0 + distance_influence * DistanceScale);
//random tilt
float angle = 6.248 * UV2.x * FaceRoationVariation;
float cos_ang = cos(angle);
float sin_ang = sin(angle);
mat3 rotation = mat3(vec3(cos_ang, -sin_ang, 0.0),vec3(sin_ang, cos_ang, 0.0),vec3(0.0, 0.0, 0.0));
orient_2d *= rotation;
vec3 oriented_offset = reflect((INV_VIEW_MATRIX * vec4(orient_2d, 0.0)).xyz,INV_VIEW_MATRIX[0].xyz);
//vec3 oriented_offset = (INV_VIEW_MATRIX * vec4(orient_2d, 0.0)).xyz;
vec3 obj_oriented_offset = (vec4(oriented_offset, 0.0) * MODEL_MATRIX).xyz;
//Wind-Effect
//adapted from: https://github.com/ruffiely/windshader_godot
float contribution = 1.0 * (1.0 - float(DeactivateGlobalVariation));
vec3 world_pos_eff = world_pos * contribution; //Generates world coordinates for vertecies
// Removed using world_position due to dragging bug
float positional_influence = -VERTEX.x + VERTEX.z -world_pos_eff.x + world_pos_eff.z;
float offset = fract(positional_influence * (1.0 / WindScale) + (TIME * WindScale/1000.0)); //Generates linear curve that slides along vertecies in world space
offset = min(1.0 - offset, offset); //Makes generated curve a smooth gradient
offset = (1.0 - offset) * offset * 2.0; //Smoothes gradient further
float t = TIME + sin(TIME + offset + cos(TIME + offset * WindStrength * 2.0) * WindStrength); //Generates noise in world space value
//float mask = fract(v.y * wind_density) * v.y; //Generates vertical mask, so leaves on top move further than leaves on bottom
//mask = clamp(mask, 0.0, 1.0); //Clamps mask
float mask = clamp(VERTEX.y* WindDensity, 0.0, 1.0) * (ClampTop - ClampBtm) + ClampBtm;
float si = sin(t) / 20.0 * WindStrength * offset; //Generates clamped noise, adds strength, applies gradient mask
float csi = cos(t)/ 20.0 * WindStrength * offset; //Generates clamped noise with offset, adds strength, applies gradient mask
vec3 wind_offset = vec3(VERTEX.x * si * mask, VERTEX.y * si * mask, VERTEX.z * csi * mask);
float col = VERTEX.y * ColorRamp;
COLOR = vec4(col, positional_influence, distance_influence, 1.0);
VERTEX += obj_oriented_offset + wind_offset;
obj_vertex = VERTEX;
}
void fragment()
{
float rate_col1 = clamp(COLOR.r,0.0, 1.0);
float rate_col2 = 1.0 - rate_col1;
float fresnel = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), 3.0);
float fresnel_rate = clamp(rate_col1,0.1,1);
vec3 albedo = TopColor.rgb* rate_col1 + BottomColor.rgb * rate_col2;
vec3 fres_col = albedo *(1.0 - FresnelStrength);
fres_col += FresnelColor.rgb * FresnelStrength;
fres_col *= fresnel;
fres_col *= fresnel_rate;
fres_col *= FresnelBlend;
//fres_col *= (1.0 - COLOR.b);
vec2 wiggle_uv = normalize(obj_vertex.xz) / WiggleScale;
float wiggle = texture(WiggleNoise, wiggle_uv + TIME * WiggleSpeed).r;
float wiggle_final_strength = wiggle * WiggleStrength;
wiggle_final_strength *= clamp(sin(TIME * WiggleFrequency + COLOR.g * 0.2), 0.0, 1.0);
vec2 uv = UV;
uv = rotateUV(uv, wiggle_final_strength, vec2(0.5));
uv = clamp(uv, 0.0, 1.0);
vec3 tex = texture(Alpha, uv.xy).rgb;
float x = COLOR.b;
float alpha = clamp(tex.r + tex.g * 2.0 * COLOR.b ,0.0, 1.0);
alpha = clamp((clamp(tex.g * 1.0 , 1.0 - x, 1.0) - (1.0 - x)) * 10.0 + tex.r, 0.0, 1.0);
//albedo = vec3(COLOR.b,COLOR.b,COLOR.b);
ALBEDO = albedo;
ALPHA = alpha;
EMISSION = fres_col;
}

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uid://dmb0yy3d7xwba

50
Shaders/jitter.gdshader Normal file
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shader_type spatial;
render_mode blend_mix,
cull_disabled,
depth_prepass_alpha,
shadows_disabled,
specular_disabled,
vertex_lighting;
uniform bool affine_mapping = false;
uniform sampler2D albedo : source_color, filter_nearest;
uniform float alpha_scissor : hint_range(0, 1) = 0.5;
uniform float jitter: hint_range(0, 1) = 0.25;
uniform ivec2 resolution = ivec2(320, 240);
vec4 snap_to_position(vec4 base_position)
{
vec4 snapped_position = base_position;
snapped_position.xyz = base_position.xyz / base_position.w;
vec2 snap_resulotion = floor(vec2(resolution) * (1.0 - jitter));
snapped_position.x = floor(snap_resulotion.x * snapped_position.x) / snap_resulotion.x;
snapped_position.y = floor(snap_resulotion.y * snapped_position.y) / snap_resulotion.y;
snapped_position.xyz *= base_position.w;
return snapped_position;
}
void vertex()
{
vec4 snapped_position = snap_to_position(PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
if (affine_mapping)
{
POSITION = snapped_position;
POSITION /= abs(POSITION.w);
}
else
{
POSITION = snapped_position;
}
}
void fragment()
{
vec4 color_base = COLOR;
vec4 texture_color = texture(albedo, UV);
ALBEDO = (color_base * texture_color).rgb;
ALPHA = texture_color.a * color_base.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor;
}

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uid://c5bffujq0l70k

15
Shaders/pixelate.gdshader Normal file
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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform int pixel_size : hint_range(1, 64) = 4; // Pixel size
uniform vec2 screen_size = vec2(1920.0, 1080.0); // Screen size (set manually)
void fragment() {
//Pixel coordinates in screen space
vec2 pixel_coords = floor(FRAGCOORD.xy / float(pixel_size)) * float(pixel_size);
// Convert pixel coordinates to UVs for screen texture
vec2 uv = pixel_coords / screen_size;
// Get color from texture screen
COLOR = texture(SCREEN_TEXTURE, uv);
}

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uid://dio8pftmnf0l0

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shader_type canvas_item;
uniform bool shader_enabled = true;
uniform sampler2D palette;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform bool dithering = false;
uniform int dithering_size : hint_range(1, 16) = 2;
uniform int resolution_scale : hint_range(1, 64) = 2;
uniform int quantization_level : hint_range(2, 64) = 64;
int dithering_pattern(ivec2 fragcoord) {
const int pattern[] = {
-4, +0, -3, +1,
+2, -2, +3, -1,
-3, +1, -4, +0,
+3, -1, +2, -2
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x] * dithering_size;
}
float color_distance(vec3 a, vec3 b) {
vec3 diff = a - b;
return dot(diff, diff);
}
vec3 quantize_color(vec3 color, int levels) {
if (levels <= 1) return vec3(0.0);
float step = 1.0 / float(levels - 1);
return round(color / step) * step;
}
void fragment() {
vec4 final_color;
if (!shader_enabled) {
final_color = texture(SCREEN_TEXTURE, UV);
} else {
vec2 tex_size = vec2(textureSize(SCREEN_TEXTURE, 0));
if (tex_size.x <= 0.0 || tex_size.y <= 0.0) {
final_color = vec4(0.0);
} else {
ivec2 texel_coord = ivec2(floor(UV * tex_size / float(resolution_scale)));
vec3 color = texelFetch(SCREEN_TEXTURE, texel_coord * resolution_scale, 0).rgb;
if (dithering) {
int dither = dithering_pattern(texel_coord);
color += vec3(float(dither) / 255.0);
}
color = clamp(color, 0.0, 1.0);
color = quantize_color(color, quantization_level);
int palette_size = 64;
float closest_distance = 9999.0;
vec4 closest_color = vec4(0.0);
for (int i = 0; i < palette_size; i++) {
float u = float(i) / float(palette_size - 1);
vec3 palette_color = texture(palette, vec2(u, 0.0)).rgb;
float dist = color_distance(color, palette_color);
if (dist < closest_distance) {
closest_distance = dist;
closest_color = vec4(palette_color, 1.0);
}
}
final_color = closest_color;
}
}
COLOR = final_color;
}

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uid://diugvmtoos1ti

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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform int resolution_scale : hint_range(1, 64) = 1;
uniform float dither_spread = 1.0;
uniform float dither_gamma = 1.0;
void fragment() {
vec2 tex_size = vec2(textureSize(SCREEN_TEXTURE, 0));
ivec2 texel_coord = ivec2(floor(UV * tex_size / float(resolution_scale)));
vec3 color = texelFetch(SCREEN_TEXTURE, texel_coord * resolution_scale, 0).rgb;
int ps1_dither_matrix[16] = {
-4, 0, -3, 1,
2, -2, 3, -1,
-3, 1, -4, 0,
3, -1, 2, -2
};
// Index 1D dither matrix based on 2D screen coordinates
float noise = float(ps1_dither_matrix[(int(texel_coord.x) % 4) + (int(texel_coord.y) % 4) * 4]);
// Apply dithering and quantize 24 bit srgb to 15 bit srgb according to https://psx-spx.consoledev.net/graphicsprocessingunitgpu/
color = pow(color, vec3(1.0 / dither_gamma)); // Convert to srgb cause it imo looks better and is probably correct idk looks more correct than linear quantization
color = round(color * 255.0 + noise); // Convert to 0-255 and add dither noise
color = clamp(round(color), vec3(0), vec3(255)); // Clamp to 0-255 in case of overflow
color = clamp(color / 8.0, vec3(0), vec3(31)); // Convert to 0-31 range
color /= 31.0; // Convert back to 0-1 range
color = pow(color, vec3(dither_gamma)); // Convert back to linear
COLOR = vec4(color, 1.0);
}

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uid://dsn7gkhdg1xbb

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Shaders/psx.gdshader Normal file
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shader_type canvas_item;
render_mode unshaded;
#define MAXCOLORS 16
uniform bool enabled = true;
uniform bool dithering = true;
uniform int colors : hint_range(1, MAXCOLORS) = 12;
uniform int dither_size: hint_range(1, 8) = 1;
float dithering_pattern(ivec2 fragcoord) {
const float pattern[] = {
0.00, 0.50, 0.10, 0.65,
0.75, 0.25, 0.90, 0.35,
0.20, 0.70, 0.05, 0.50,
0.95, 0.40, 0.80, 0.30
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x];
}
float reduce_color(float raw, float dither, int depth) {
float div = 1.0 / float(depth);
float val = 0.0;
int i = 0;
while (i <= MAXCOLORS)
{
if (raw > div * (float(i + 1))) {
i = i + 1;
continue;
}
if (raw * float(depth) - float(i) <= dither * 0.999)
{
val = div * float(i);
}
else
{
val = div * float(i + 1);
}
return val;
i = i+1;
}
return val;
}
void fragment() {
vec4 raw = texture(TEXTURE, SCREEN_UV);
ivec2 uv = ivec2(FRAGCOORD.xy / float(dither_size));
if (enabled == true){
float dithering_value = 1.0;
if (dithering)
{
dithering_value = dithering_pattern(uv);
}
COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
} else {
COLOR.rgb = raw.rgb;
}
}

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Shaders/psx.gdshader.uid Normal file
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uid://y78cbva8erip

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Shaders/tiler.gdshader Normal file
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shader_type spatial;
render_mode blend_mix;
uniform float scroll_speed : hint_range(0, 2) = 0.08;
uniform float angle_degrees : hint_range(0, 360) = 45.0;
uniform float repeat_x : hint_range(1, 20) = 20;
uniform float repeat_y : hint_range(1, 20) = 12;
uniform float row_offset : hint_range(0, 1) = 1;
uniform sampler2D texture_to_scroll;
void fragment() {
float angle_rad = radians(angle_degrees);
vec2 direction = vec2(cos(angle_rad), sin(angle_rad));
vec2 offset_uv = UV - (TIME * scroll_speed * direction);
float offset = fract(floor(offset_uv.y * repeat_y) * 0.5) > 0.0 ? (row_offset * 0.324) : 0.0;
offset_uv.x += offset;
vec2 scaled_uv = vec2(fract(offset_uv.x * repeat_x),
fract(offset_uv.y * repeat_y));
vec2 texelSize = vec2(1.0) / vec2(textureSize(texture_to_scroll, 0));
//vec2 snappedUV = round(scaled_uv / texelSize) * texelSize;
ALBEDO = texture(texture_to_scroll, offset_uv).rgb;
ALPHA = texture(texture_to_scroll, offset_uv).a;
}

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uid://dmgdero70g5d5