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shader_type canvas_item; | |
uniform float refractionMagnitude = 30.0; | |
uniform float captureMagnitude = 0.0; | |
void fragment() { | |
// Possibly a more acturate way to do refraction? Uncomment and see how you like it (and comment out below refraction) | |
//vec3 refraction = -refract(vec3(0,0,-1), texture(NORMAL_TEXTURE, UV).rgb, 1.1) *2.0; | |
vec3 refraction = - texture(NORMAL_TEXTURE, UV).rgb * vec3(1.0,-1.0,1.0); |
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export var viewportResizeStanddown = 0.5 | |
var viewportResizeCounter = 0.0 | |
signal settingsChanged() | |
signal particlesSettingsChanged() | |
signal removeGpuParticles() | |
func forbidParticles(time): | |
particlesForbiddenCounter = time | |
particlesForbidden = true |
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a = [] | |
b = a | |
a.append(6) | |
print("a = " + str(a)) | |
print ("b = " + str(b)) | |
# output: | |
# a = [6] |
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extends "res://addons/gut/test.gd" | |
func test_lerp(): | |
var a = Vector2(0, 2) | |
var b = Vector2(0, 0) | |
var lerped = lerp(a, b, 0.5) | |
assert_eq(Vector2(0, 1), lerped) | |
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extends Node | |
export(String, DIR) var testsPath | |
var sceneList = [] | |
var allErrors = [] | |
onready var assertTool = Assert.new(get_script().get_path()) | |
func _ready(): | |
_connectSignals() |
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extends TextureProgress | |
onready var Signals = get_node("/root/Signals") | |
func _ready(): | |
Signals.connect(Signals.UPDATE_ENERGY_EVENT_NAME, self, "updateValue") | |
#self.size_flags_vertical |= SIZE_EXPAND | |
func _draw(): |
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PS C:\Users\razzl\Development\Godot\gdnative_cpp_example\godot-cpp> scons platform=windows generate_bindings=yes -j4 use_mingw=yes | |
scons: Reading SConscript files ... | |
scons: done reading SConscript files. | |
scons: Building targets ... | |
cl /Fosrc\core\AABB.obj /c src\core\AABB.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
AABB.cpp | |
cl /Fosrc\core\Array.obj /c src\core\Array.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
cl /Fosrc\core\Basis.obj /c src\core\Basis.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
cl /Fosrc\core\Color.obj /c src\core\Color.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
Array.cpp |
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PS C:\Users\razzl\Development\Godot\gdnative_cpp_example\godot-cpp> scons platform=windows generate_bindings=yes | |
scons: Reading SConscript files ... | |
scons: done reading SConscript files. | |
scons: Building targets ... | |
cl /Fosrc\core\AABB.obj /c src\core\AABB.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
AABB.cpp | |
cl /Fosrc\core\Array.obj /c src\core\Array.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
Array.cpp | |
cl /Fosrc\core\Basis.obj /c src\core\Basis.cpp /TP /nologo /EHsc /D_DEBUG /MDd /I. /Igodot_headers /Iinclude /Iinclude\gen /Iinclude\core | |
Basis.cpp |
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TARGET = RazzlePuzzle | |
#--------------------------------------------------------------------------------- | |
# Icon and picture for your game in menu | |
#--------------------------------------------------------------------------------- | |
# Uncomment and change to your picture name | |
#PSP_EBOOT_PIC1 = PIC1.PNG | |
#PSP_EBOOT_ICON = ICON0.PNG | |
# Build a PRX file |
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#!/bin/perl | |
$num = 4; | |
sub a { | |
return $num | |
} | |
sub b { |
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