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pennyrigate 2022-12-07 02:00:47 -05:00
commit 096ebe5aa4
275 changed files with 3937 additions and 0 deletions

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shader_type canvas_item;
uniform vec4 border_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform bool border_corners = false;
bool is_border(sampler2D tex, vec2 uv, vec2 pixel_size) {
float check = texture(tex, uv + vec2(pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(-pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(0.0, pixel_size.y)).a;
check += texture(tex, uv + vec2(0.0, -pixel_size.y)).a;
if (border_corners) {
check += texture(tex, uv + pixel_size).a;
check += texture(tex, uv - pixel_size).a;
check += texture(tex, uv + vec2(pixel_size.x, -pixel_size.y)).a;
check += texture(tex, uv + vec2(-pixel_size.x, pixel_size.y)).a;
}
return check > 0.0;
}
void fragment() {
COLOR = texture(TEXTURE, UV);
if (COLOR.a == 0.0 && is_border(TEXTURE, UV, TEXTURE_PIXEL_SIZE)) {
COLOR = border_color;
}
}

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extends Node
func _ready():
queue_free()

14
scripts/recolor.tres Normal file
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[gd_resource type="Shader" format=2]
[resource]
code = "// Recolor
shader_type canvas_item;
uniform sampler2D palette : hint_albedo;
void fragment() {
vec4 color = texture(TEXTURE, UV);
vec4 result_color = texture(palette, color.rg );
result_color.a = color.a;
COLOR = result_color;
}"

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shader_type canvas_item;
uniform sampler2D palette : hint_albedo;
uniform vec4 border_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform bool border_corners = false;
bool is_border(sampler2D tex, vec2 uv, vec2 pixel_size) {
float check = texture(tex, uv + vec2(pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(-pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(0.0, pixel_size.y)).a;
check += texture(tex, uv + vec2(0.0, -pixel_size.y)).a;
if (border_corners) {
check += texture(tex, uv + pixel_size).a;
check += texture(tex, uv - pixel_size).a;
check += texture(tex, uv + vec2(pixel_size.x, -pixel_size.y)).a;
check += texture(tex, uv + vec2(-pixel_size.x, pixel_size.y)).a;
}
return check > 0.0;
}
void fragment() {
vec4 color = texture(TEXTURE, UV);
if (color.a == 0.0 && is_border(TEXTURE, UV, TEXTURE_PIXEL_SIZE)) {
COLOR = border_color;
} else {
COLOR = texture(palette, color.rg );
COLOR.a = color.a;
}
}

43
scripts/scaling.gd Normal file
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extends Control
var multiple = 1
onready var viewport = $ViewportContainer
onready var border = $TextureRect
# SCALE MODE: INTEGER, FIT, FILL
export var scale_mode = 0
# INTEGER SCALE SETTINGS
export var overscale = 0
onready var root = get_tree().root
# RESOLUTION
onready var res = Game.resolution
onready var half_res = Vector2(res.x/2,res.y/2)
func _ready():
#SCREEN RESIZE SIGNAL
get_tree().connect("screen_resized", self, "_on_screen_resized")
root.set_attach_to_screen_rect(root.get_visible_rect())
_on_screen_resized()
func _on_screen_resized():
# VARS
var window_size = OS.get_window_size()
# INTEGER SCALE
if scale_mode == 0:
# CENTER THE VIEWPORT
viewport.rect_position.x = (window_size.x / 2) - half_res.x
viewport.rect_position.y = (window_size.y / 2) - half_res.y
# DETERMINE WHAT THE HIGHEST INTEGER MULTIPLE IS
multiple = window_size / res
multiple = Vector2(floor(multiple.x),floor(multiple.y))
# SET THE HIGHEST SCALE AXIS TO THE LOWEST TO STAY SQUARE
if multiple.x < multiple.y: multiple.y = multiple.x
if multiple.x > multiple.y: multiple.x = multiple.y
# SCALE THE VIEWPORT (IF OVERSCALE IS ON, SCALE IT BY 1 EXTRA)
viewport.rect_scale = multiple + Vector2(overscale,overscale)
#viewport.rect_scale = Vector2(2,2)
# SCALE TO FIT
if scale_mode == 1:
get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_VIEWPORT,SceneTree.STRETCH_ASPECT_KEEP,res,1)
# BORDER
border.rect_size = window_size