goalpost
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e1b43c8bc5
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11 changed files with 244 additions and 37 deletions
36
assets/shaders/flag.gdshader
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36
assets/shaders/flag.gdshader
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shader_type spatial;
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render_mode vertex_lighting, specular_disabled, cull_disabled;
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uniform vec3 color_bright : source_color = vec3(1.0);
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uniform vec3 color_dark : source_color = vec3(0.0);
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uniform float pivot = 0.0;
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uniform float pivot_speed = 1.0;
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uniform float waves = 4.0;
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uniform float wave_speed = 1.0;
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uniform float wave_scale = 0.25;
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void vertex() {
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float body = (VERTEX.x) / 2.0;
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VERTEX.z = sin(VERTEX.x * waves + TIME * wave_speed) * wave_scale * body;
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float pivot_angle = cos(TIME * pivot_speed) * 0.1 * pivot;
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mat2 rotation_matrix = mat2(
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vec2(cos(pivot_angle), -sin(pivot_angle)),
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vec2(sin(pivot_angle), cos(pivot_angle))
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);
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VERTEX.xz = rotation_matrix * VERTEX.xz;
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float color_weight = sin(VERTEX.x * waves + TIME * wave_speed);
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COLOR = vec4(mix(color_dark, color_bright, color_weight), 1.0);
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//VERTEX.z += cos(time + body) * wave;
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}
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void fragment() {
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ALBEDO = COLOR.rgb;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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