mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-13 12:10:04 +01:00
Add .clang-format and use it to format shader files (#1249)
This commit is contained in:
21
.clang-format
Normal file
21
.clang-format
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@@ -0,0 +1,21 @@
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BasedOnStyle: LLVM
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AlignAfterOpenBracket: DontAlign
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AlignOperands: DontAlign
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AlignTrailingComments:
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Kind: Never
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OverEmptyLines: 0
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AllowAllParametersOfDeclarationOnNextLine: false
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AllowShortFunctionsOnASingleLine: Inline
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BreakConstructorInitializers: AfterColon
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ColumnLimit: 0
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ContinuationIndentWidth: 8
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IndentCaseLabels: true
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IndentWidth: 4
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InsertBraces: true
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KeepEmptyLinesAtTheStartOfBlocks: false
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RemoveSemicolon: true
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SpacesInLineCommentPrefix:
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Minimum: 0 # We want a minimum of 1 for comments, but allow 0 for disabled code.
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Maximum: -1
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TabWidth: 4
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UseTab: Always
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/burano.jpg-bbae3c5a81f8b6300cd944219dbbbc05.c
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/forest.jpg-f2ce28f12b0871a15d1e9ebfcd24b47f.c
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/mountains.jpg-fd51eb0e2a35878963804e860ef9d18
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/platformer.jpg-ce18350247a11c58497c7e0d8e3be2
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/white.png-9cdc9524282ba2bce69b45edcd6ac827.ct
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ct
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -15,7 +15,7 @@ config/description="Several examples of full screen 2D shader processing.
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Many common full-res effects are implemented here for reference."
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config/tags=PackedStringArray("2d", "demo", "official", "rendering", "shaders")
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run/main_scene="res://screen_shaders.tscn"
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config/features=PackedStringArray("4.4")
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config/features=PackedStringArray("4.5")
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config/icon="res://icon.webp"
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[debug]
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@@ -1,7 +1,7 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float amount: hint_range(0.0, 5.0);
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uniform float amount : hint_range(0.0, 5.0);
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void fragment() {
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COLOR.rgb = textureLod(screen_texture, SCREEN_UV, amount).rgb;
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@@ -1,7 +1,7 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform vec4 base: source_color;
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uniform vec4 base : source_color;
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uniform sampler2D grain;
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uniform float grain_strength = 0.3;
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uniform sampler2D vignette;
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@@ -9,6 +9,6 @@ void fragment() {
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float angle = length(rel) * rotation;
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mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
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rel = rot * rel;
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uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
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uv = clamp(rel + vec2(0.5, 0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
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COLOR.rgb = textureLod(screen_texture, uv, 0.0).rgb;
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}
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@@ -25,8 +25,7 @@ void fragment() {
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vec3 rainbow = vec3(
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0.5 + 0.5 * sin(t),
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0.5 + 0.5 * sin(t + 2.0),
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0.5 + 0.5 * sin(t + 4.0)
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);
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0.5 + 0.5 * sin(t + 4.0));
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ALBEDO = rainbow;
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ALPHA = 1.0;
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} else {
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@@ -9,35 +9,28 @@ void fragment() {
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// Draw base color
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ALBEDO = my_color;
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if (UV.y > 0.25)
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{
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if (UV.y > 0.25) {
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// Draw gradient
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float scale = UV.x * float(steps);
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if (exponential_view)
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{
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if (exponential_view) {
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scale = (scale * scale) / float(steps);
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}
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ALBEDO *= scale;
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}
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else
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{
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} else {
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// Draw step separation bars
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for (int i = 1; i < steps; i++)
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{
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for (int i = 1; i < steps; i++) {
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float threshold = 0.002; // Bar size
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float target = float(i);
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if (exponential_view)
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{
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if (exponential_view) {
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target = sqrt(float(i) * float(steps));
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}
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target = target / float(steps);
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if (UV.x < target + threshold && UV.x > target - threshold)
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{
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if (UV.x < target + threshold && UV.x > target - threshold) {
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ALBEDO = vec3(0); // Bars are colored black
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}
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}
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@@ -6,45 +6,33 @@ uniform bool exponential_view = true;
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void fragment() {
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float top_bar = 0.01;
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if (UV.y >= top_bar)
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{
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if (UV.y >= top_bar) {
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float padding = 0.002;
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float y = (UV.y - top_bar - padding) / (1.0 - top_bar - padding * 2.0);
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y = clamp(y, 0.0, 1.0);
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float segments = 1.0 / 6.0;
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vec3 col = vec3(0);
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if (y < segments)
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{
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if (y < segments) {
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col.r = 1.0;
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col.g = y / segments;
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col.b = 0.0;
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}
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else if (y < segments * 2.0)
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{
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} else if (y < segments * 2.0) {
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col.r = (y - segments * 2.0) / -segments;
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col.g = 1.0;
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col.b = 0.0;
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}
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else if (y < segments * 3.0)
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{
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} else if (y < segments * 3.0) {
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col.r = 0.0;
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col.g = 1.0;
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col.b = (y - segments * 2.0) / segments;
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}
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else if (y < segments * 4.0)
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{
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} else if (y < segments * 4.0) {
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col.r = 0.0;
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col.g = (y - segments * 4.0) / -segments;
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col.b = 1.0;
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}
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else if (y < segments * 5.0)
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{
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} else if (y < segments * 5.0) {
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col.r = (y - segments * 4.0) / segments;
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col.g = 0.0;
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col.b = 1.0;
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}
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else
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{
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} else {
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col.r = 1.0;
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col.g = 0.0;
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col.b = (y - segments * 6.0) / -segments;
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@@ -52,31 +40,25 @@ void fragment() {
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float scale = UV.x * float(steps);
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if (exponential_view)
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{
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if (exponential_view) {
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scale = (scale * scale) / float(steps);
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}
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ALBEDO = col * scale;
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}
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else
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{
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} else {
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ALBEDO = vec3(1.0);
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// Draw step separation bars
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for (int i = 1; i < steps; i++)
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{
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for (int i = 1; i < steps; i++) {
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float threshold = 0.002; // Bar size
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float target = float(i);
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if (exponential_view)
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{
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if (exponential_view) {
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target = sqrt(float(i) * float(steps));
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}
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target = target / float(steps);
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if (UV.x < target + threshold && UV.x > target - threshold)
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{
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if (UV.x < target + threshold && UV.x > target - threshold) {
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ALBEDO = vec3(0); // Bars are colored black
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}
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}
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@@ -1,14 +1,14 @@
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shader_type canvas_item;
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render_mode unshaded;
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uniform vec2 viewport_size; // size in pixels of the viewport
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uniform vec2 viewport_size; // size in pixels of the viewport
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uniform sampler2D viewport1 : source_color;
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uniform sampler2D viewport2 : source_color;
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uniform bool split_active; // true: split screen, false: use view1
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uniform vec2 player1_position; // position of player 1 un UV coordinates
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uniform vec2 player2_position; // position of player 2 un UV coordinates
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uniform float split_line_thickness : hint_range(0, 10, 0.1); // width of the split boder
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uniform vec3 split_line_color : source_color; // color of the split border
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uniform bool split_active; // true: split screen, false: use view1
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uniform vec2 player1_position; // position of player 1 un UV coordinates
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uniform vec2 player2_position; // position of player 2 un UV coordinates
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uniform float split_line_thickness : hint_range(0, 10, 0.1); // width of the split boder
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uniform vec3 split_line_color : source_color; // color of the split border
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// from https://stackoverflow.com/questions/15276454/is-it-possible-to-draw-line-thickness-in-a-fragment-shader
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float distance_to_line(vec2 p1, vec2 p2, vec2 point) {
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@@ -1,5 +1,5 @@
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,unshaded,depth_test_disabled;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded, depth_test_disabled;
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uniform vec4 albedo : source_color;
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void vertex() {
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@@ -5,5 +5,5 @@ uniform vec3 color : source_color = vec3(1.0, 1.0, 1.0);
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void fragment() {
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// Called for every pixel the material is visible on.
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float dist = length(UV - vec2(0.5, 0.5));
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COLOR.a = 1.0 - clamp(abs(0.4 - dist)/0.1, 0.0, 1.0);
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COLOR.a = 1.0 - clamp(abs(0.4 - dist) / 0.1, 0.0, 1.0);
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}
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@@ -1,5 +1,5 @@
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,unshaded,depth_test_disabled;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded, depth_test_disabled;
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uniform vec4 albedo : source_color;
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void vertex() {
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