ska dimension

This commit is contained in:
Haze Weathers 2023-06-02 03:38:18 -04:00
parent 7ed967908b
commit 2d00fe8c43
2 changed files with 40 additions and 6 deletions

View file

@ -1,20 +1,27 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://ui/theme.tres" type="Theme" id=1]
[ext_resource path="res://graphics/borders/skaborder.png" type="Texture" id=2]
[ext_resource path="res://graphics/hud/sg_menu.png" type="Texture" id=3]
[ext_resource path="res://graphics/hud/pause_arrow.png" type="Texture" id=4]
[ext_resource path="res://menus/main_menu.gd" type="Script" id=5]
[ext_resource path="res://shaders/ska_plane.gdshader" type="Shader" id=6]
[sub_resource type="ShaderMaterial" id=2]
shader = ExtResource( 6 )
shader_param/color_1 = Color( 0.952941, 0.952941, 0.952941, 1 )
shader_param/color_2 = Color( 0.137255, 0.137255, 0.137255, 1 )
shader_param/checker_size = Vector2( 16, 16 )
shader_param/cycle_speed = Vector2( 12, 0 )
shader_param/pan_speed = Vector2( 0, 0 )
shader_param/uv_transform = Transform( 1, -2, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0 )
[node name="MainMenu" type="Node"]
script = ExtResource( 5 )
[node name="TextureRect" type="TextureRect" parent="."]
[node name="Background" type="ColorRect" parent="."]
material = SubResource( 2 )
anchor_right = 1.0
anchor_bottom = 1.0
texture = ExtResource( 2 )
expand = true
stretch_mode = 2
[node name="TextureRect2" type="TextureRect" parent="."]
margin_left = 176.0

View file

@ -0,0 +1,27 @@
shader_type canvas_item;
render_mode skip_vertex_transform;
uniform vec4 color_1 : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 color_2 : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec2 checker_size = vec2(8.0, 8.0);
uniform vec2 cycle_speed = vec2(0.0, 0.0);
uniform vec2 pan_speed = vec2(0.0, 0.0);
uniform mat4 uv_transform = mat4(1.0);
float checker(vec2 uv) {
vec2 div_uv = floor((uv) / checker_size);
float fmodResult = mod(div_uv.x + div_uv.y, 2.0);
return max(sign(fmodResult), 0.0);
}
void vertex() {
UV = VERTEX;
VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
}
void fragment() {
vec2 uv = UV - pan_speed * TIME;
uv = (uv_transform * vec4(uv, 0.0, 1.0)).xy;
uv -= cycle_speed * TIME;
COLOR = mix(color_1, color_2, checker(uv));
}