Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
This commit is contained in:
committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
16
Resources/Shaders/circlemask.gdsl
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Resources/Shaders/circlemask.gdsl
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shader_type canvas_item;
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float circle(in vec2 _st, in float _radius){
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vec2 dist = _st-vec2(0.5);
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return smoothstep(_radius-(_radius*0.01),
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_radius+(_radius*0.01),
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dot(dist,dist)*4.0);
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}
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void fragment(){
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vec2 st = FRAGCOORD.xy*SCREEN_PIXEL_SIZE.xy;
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COLOR = texture(TEXTURE, UV);
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COLOR.rgb = vec3(0);
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COLOR.a = circle(st,0.05);
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}
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Resources/Shaders/gradientcirclemask.gdsl
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Resources/Shaders/gradientcirclemask.gdsl
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shader_type canvas_item;
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uniform float percentagedistanceshow = 0.1;
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uniform float gradientfalloffwidth = 0.2;
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void fragment() {
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float dist = distance(UV, vec2(0.5, 0.5));
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float fromdiskdist = dist - percentagedistanceshow;
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COLOR.a = max(0, min(1.0, 2.0*dist/percentagedistanceshow - 2.0));
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COLOR.rgb = vec3(1,1,1) - vec3(fromdiskdist,fromdiskdist,fromdiskdist)/gradientfalloffwidth;
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}
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