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@tool | |
extends CompositorEffect | |
class_name CompressEffect | |
# | |
#@tool | |
const shrink_shader_path:String = "res://compression/compress_shrink_effect.glsl" | |
const block_shader_path:String = "res://compression/compress_final_effect.glsl" |
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RA | DEC | V | B-V | |
---|---|---|---|---|
00 08.2 | +29 04 | 2.1 | -0.11 | |
00 09.0 | +59 08 | 2.3 | 0.34 | |
00 13.1 | +15 10 | 2.8 | -0.23 | |
00 25.4 | -77 17 | 2.8 | 0.62 | |
00 26.2 | -42 20 | 2.39 | 1.09 | |
00 39.2 | +30 50 | 3.27 | 1.28 | |
00 40.3 | +56 31 | 2.23 | 1.17 | |
00 43.5 | -18 01 | 2.04 | 1.02 | |
00 49.0 | +57 48 | 3.44 | 0.57 |
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extends Node | |
class_name ShuffleTester | |
var deck:Array | |
@export var shuffler:Shuffler | |
@export var simple_shuffler:SimpleShuffler | |
@export var shuffler_mod:ShufflerMod |
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@tool | |
extends ImageTexture | |
class_name Checkers | |
# I wanted an example of a custom parameter-controlled texture | |
# There are other examples that override the _draw funcs but that approach doesn't work if | |
# assigning as a uniform sampler2D on a shader | |
@export var size:Vector2i = Vector2i(64,64): | |
get: |
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shader_type spatial; | |
render_mode unshaded; | |
// displays patch as generated by the PatchGeneratingNode | |
uniform sampler2DArray patch_textures:source_color, repeat_disable; | |
uniform float frames_per_second:hint_range(1.0, 60.0, 1.0) = 30.0; | |
uniform vec3 right_vector; |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform sampler2D image:source_color, repeat_enable; | |
// size you'd like to display image on-screen, in pixels | |
uniform float tile_size = 200.0; | |
// speed of rotation in radians per second | |
uniform float rotation_speed = 1.0; |
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#Based on Procedural Toolkit by Syomus (https://github.com/Syomus/ProceduralToolkit) | |
@tool | |
extends PrimitiveMesh | |
class_name DiamondMesh | |
enum CutType { | |
Octahedral, | |
Table, | |
OldMine, | |
OldEuropean, |
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shader_type spatial; | |
render_mode blend_add, cull_disabled; | |
/** amount of influence camera direction has on noise */ | |
uniform float direction_scale = 4.0; | |
/** amount of influence vertex position has on noise */ | |
uniform float vertex_scale = 1.5; | |
/** power applied to each channel | |
Higher values will make edges smoother, low values will make edges sharper |
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#[compute] | |
#version 450 | |
// Invocations in the (x, y, z) dimension | |
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; | |
layout(rgba16f, set = 0, binding = 0) uniform image2D small_image; | |
layout(rgba16f, set = 0, binding = 1) uniform image2D color_image; |
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shader_type spatial; | |
render_mode unshaded, depth_test_disabled; | |
// will need to assign this in code because I can't get Godot to save it as a property of material | |
uniform uint tilemap[1024]; // up to 128 8-byte 8x8 tiles | |
uniform int screenWidth = 168; | |
uniform int screenHeight = 64; | |
varying vec4 calcscreen; //calculated screen size and |