slight gameplay changes and new ui

This commit is contained in:
2025-07-21 05:56:11 +10:00
parent d2dc74d533
commit a452bbb406
53 changed files with 538 additions and 245 deletions

View File

@@ -0,0 +1,39 @@
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform int color_depth : hint_range(1, 8) = 5;
uniform bool dithering = true;
uniform int resolution_scale = 4;
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];
}
void fragment() {
ivec2 uv = ivec2(FRAGCOORD.xy / float(resolution_scale));
vec3 color = texelFetch(SCREEN_TEXTURE, uv * resolution_scale, 0).rgb;
// Convert from [0.0, 1.0] range to [0, 255] range
ivec3 c = ivec3(round(color * 255.0));
// Apply the dithering pattern
if (dithering) {
c += ivec3(dithering_pattern(uv));
}
// Truncate from 8 bits to color_depth bits
c >>= (8 - color_depth);
// Convert back to [0.0, 1.0] range
COLOR = vec4(vec3(c) / float(1 << color_depth), 1.0);
}