screen filters system?
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08a20c683a
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6 changed files with 98 additions and 2 deletions
11
assets/screen_filters/lcd.tres
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11
assets/screen_filters/lcd.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://sppw51urwmf3"]
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[ext_resource type="Shader" uid="uid://bgy86nka8c76n" path="res://assets/shaders/lcd.gdshader" id="1_y1c64"]
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[resource]
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shader = ExtResource("1_y1c64")
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shader_parameter/enabled = true
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shader_parameter/resolution = Vector2(256, 192)
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shader_parameter/curvature = Vector2(1, 1)
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shader_parameter/scanline_opacity = Vector2(0.1, 0.1)
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shader_parameter/brightness = 1.0
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43
assets/shaders/lcd.gdshader
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43
assets/shaders/lcd.gdshader
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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 bool enabled = true;
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uniform vec2 resolution;
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uniform vec2 curvature;
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uniform vec2 scanline_opacity;
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uniform float brightness;
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vec2 curve_uv(vec2 uv) {
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uv = uv * 2.0 - 1.0;
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vec2 offset = abs(uv.yx) / vec2(curvature.x, curvature.y);
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uv = uv + uv * offset * offset;
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uv = uv * 0.5 + 0.5;
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return uv;
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}
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vec3 scanline_intensity(float uv, float res, float opacity) {
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float intensity = sin((uv * res - 0.25) * PI * 2.0);
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intensity = ((0.5 * intensity) + 0.5) * 0.9 + 0.1;
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return vec3(pow(intensity, opacity));
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}
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void fragment() {
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if (enabled) {
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vec2 curved_uv = SCREEN_UV;
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vec3 base_color = texture(SCREEN_TEXTURE, curved_uv).rgb;
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base_color += vec3(1.0/256.0);
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base_color *= scanline_intensity(curved_uv.x, resolution.x, scanline_opacity.y);
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base_color *= scanline_intensity(curved_uv.y, resolution.y, scanline_opacity.x);
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base_color *= vec3(brightness);
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if (curved_uv.x < 0.0 || curved_uv.y < 0.0 || curved_uv.x > 1.0 || curved_uv.y > 1.0) {
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COLOR = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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COLOR = vec4(base_color, 1.0);
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}
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} else {
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COLOR = texture(SCREEN_TEXTURE, SCREEN_UV);
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}
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}
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1
assets/shaders/lcd.gdshader.uid
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1
assets/shaders/lcd.gdshader.uid
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uid://bgy86nka8c76n
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@ -18,9 +18,13 @@ enum ScaleMode {
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if is_node_ready():
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if is_node_ready():
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_update_scale()
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_update_scale()
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## Directory to scan screen filters from.
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@export_dir var filters_dir: String = "res://"
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@export_group("Internal References")
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@export_group("Internal References")
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@export var _viewport: SubViewport
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@export var _viewport: SubViewport
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@export var _viewport_container: SubViewportContainer
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@export var _viewport_container: SubViewportContainer
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@export var _native_filters_layer: CanvasLayer
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## The native resolution of the game.
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## The native resolution of the game.
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@ -29,11 +33,37 @@ var size: Vector2i = Vector2i(
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ProjectSettings.get_setting("display/window/size/viewport_height"),
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ProjectSettings.get_setting("display/window/size/viewport_height"),
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)
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)
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## Whether each filter is enabled or disabled.
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var filters_enabled: Dictionary[StringName, bool] = {}
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var _filter_instances: Dictionary[StringName, ColorRect] = {}
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func _enter_tree() -> void:
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func _enter_tree() -> void:
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get_tree().scene_changed.connect(_on_scene_changed)
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get_tree().scene_changed.connect(_on_scene_changed)
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get_tree().root.size_changed.connect(_update_scale)
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get_tree().root.size_changed.connect(_update_scale)
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# populate screen filters
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for file in ResourceLoader.list_directory(filters_dir):
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var material = load(filters_dir.path_join(file)) as Material
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if material:
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var id = StringName(file.get_basename())
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if _filter_instances.has(id):
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push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
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_filter_instances[id].queue_free()
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_filter_instances.erase(id)
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var instance = ColorRect.new()
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instance.material = material
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if material.get_meta(&"filter_native_resolution", false):
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_native_filters_layer.add_child(instance)
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else:
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_viewport_container.add_child(instance)
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_filter_instances[id] = instance
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filters_enabled[id] = true
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_update_scale.call_deferred()
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_update_scale.call_deferred()
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var current_scene = get_tree().current_scene
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var current_scene = get_tree().current_scene
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@ -69,3 +99,8 @@ func _update_scale() -> void:
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ScaleMode.STRETCH:
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ScaleMode.STRETCH:
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# just use the ratio as-is
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# just use the ratio as-is
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_viewport_container.scale = size_ratio
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_viewport_container.scale = size_ratio
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# update screen filters state
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for filter in filters_enabled:
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_filter_instances[filter].visible = filters_enabled[filter]
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_filter_instances[filter].custom_minimum_size = Vector2(size)
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@ -2,11 +2,12 @@
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[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://autoloads/display.gd" id="1_1seuv"]
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[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://autoloads/display.gd" id="1_1seuv"]
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[node name="Display" type="Node" node_paths=PackedStringArray("_viewport", "_viewport_container")]
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[node name="Display" type="Node" node_paths=PackedStringArray("_viewport", "_viewport_container", "_native_filters_layer")]
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script = ExtResource("1_1seuv")
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script = ExtResource("1_1seuv")
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scale_mode = 1
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filters_dir = "res://assets/screen_filters"
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_viewport = NodePath("SubViewportContainer/SubViewport")
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_viewport = NodePath("SubViewportContainer/SubViewport")
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_viewport_container = NodePath("SubViewportContainer")
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_viewport_container = NodePath("SubViewportContainer")
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_native_filters_layer = NodePath("SubViewportContainer/SubViewport/NativeResolutionFilters")
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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anchors_preset = 8
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anchors_preset = 8
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@ -26,3 +27,6 @@ pivot_offset = Vector2(128, 96)
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handle_input_locally = false
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handle_input_locally = false
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size = Vector2i(256, 192)
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size = Vector2i(256, 192)
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render_target_update_mode = 4
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render_target_update_mode = 4
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[node name="NativeResolutionFilters" type="CanvasLayer" parent="SubViewportContainer/SubViewport"]
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layer = 2147483647
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@ -11,6 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="Luna Lunatic"
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config/name="Luna Lunatic"
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run/main_scene="uid://bnjujh22nqr4a"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@ -26,6 +27,7 @@ window/size/viewport_height=192
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[file_customization]
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[file_customization]
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folder_colors={
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folder_colors={
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"res://assets/": "yellow",
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"res://autoloads/": "orange"
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"res://autoloads/": "orange"
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}
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}
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