pathfinding rework for now
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72
psx.gdshader
Normal file
72
psx.gdshader
Normal file
@ -0,0 +1,72 @@
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shader_type canvas_item;
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render_mode unshaded;
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#define MAXCOLORS 16
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uniform bool enabled = true;
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uniform bool dithering = true;
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uniform int colors : hint_range(1, MAXCOLORS) = 12;
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uniform int dither_size: hint_range(1, 8) = 1;
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float dithering_pattern(ivec2 fragcoord) {
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const float pattern[] = {
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0.00, 0.50, 0.10, 0.65,
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0.75, 0.25, 0.90, 0.35,
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0.20, 0.70, 0.05, 0.50,
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0.95, 0.40, 0.80, 0.30
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};
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int x = fragcoord.x % 4;
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int y = fragcoord.y % 4;
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return pattern[y * 4 + x];
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}
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float reduce_color(float raw, float dither, int depth) {
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float div = 1.0 / float(depth);
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float val = 0.0;
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int i = 0;
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while (i <= MAXCOLORS)
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{
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if (raw > div * (float(i + 1))) {
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i = i + 1;
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continue;
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}
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if (raw * float(depth) - float(i) <= dither * 0.999)
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{
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val = div * float(i);
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}
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else
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{
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val = div * float(i + 1);
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}
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return val;
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i = i+1;
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}
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return val;
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}
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void fragment() {
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vec4 raw = texture(TEXTURE, SCREEN_UV);
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ivec2 uv = ivec2(FRAGCOORD.xy / float(dither_size));
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if (enabled == true){
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float dithering_value = 1.0;
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if (dithering)
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{
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dithering_value = dithering_pattern(uv);
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}
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COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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} else {
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COLOR.rgb = raw.rgb;
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}
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}
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