Re-organizing the Resources folder. Part 1. (#1234)

* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
This commit is contained in:
AJCM-git
2020-07-07 13:19:00 -04:00
committed by GitHub
parent 39290cffaa
commit ae41d03ec6
5594 changed files with 6524 additions and 6481 deletions

View File

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// Taken from the godot-demo-projects repo.
// GODOT ENGINE
// http://www.godotengine.org
//
// ************************************************************************
//
// Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//************************************************************************
light_mode unshaded;
//shader_type canvas_item;
uniform float outline_width = 2.0;
// TODO: implement that hint_color thingy.
//uniform vec4 outline_color: hint_color;
uniform vec4 outline_color=vec4(1,0,0,0.33);
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa-col.a);
}