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## This script adds parallax functionality to any Node2D. | |
## But be careful, some Node2D descendants may work in a special way | |
## with the position and global_position properties, | |
## or have other conflicts with the logic of this script.[br] | |
## | |
## [b]How to use[/b]: Add this script to any [Node2D], | |
## such as [TileMapLayer] or [Sprite2D], or to [Node2D] itself. | |
## Or move the main sections of the code to your own script.[br] | |
## After that, this node will have new properties that allow you | |
## to configure parallax and see it working in the editor just like in the game.[br] |
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/* | |
* Ambient Occlusion and Direction. | |
* | |
* Calculates AO and the average direction where the ambient light came from. | |
* | |
* Original AO code from https://github.com/sambler/osl-shaders/blob/master/ramps/BaAmbientOcclusion/BaAmbientOcclusion.osl | |
* | |
*/ | |
void rng_seed(output int rng, int seed) |
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@tool | |
class_name MaterialSelector | |
extends Node3D | |
############################## | |
## EXPORT VARIABLES | |
############################## | |
@export var mesh: MeshInstance3D | |
@export var materials: Array[Material] = []: |
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@tool | |
class_name ProceduralBridge | |
extends Node3D | |
############################## | |
## EXPORT VARIABLES | |
############################## | |
@export var physics_server: bool = false: | |
set(value): |
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// Adapted from "How to Limit Color Output with Shaders in Godot" | |
// By TheBuffED | |
// On https://www.youtube.com/watch?v=Scrdv4oSeNw | |
// Type of shader https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html#shader-types | |
shader_type canvas_item; | |
// The shader strength which between 0 (not applied) and 1 (fully applied) because I want to fade the shader in and out | |
// Can be changed from node via `get_material().set_shader_param("shaderStrength", newValue)` | |
uniform float shaderStrength = 1.0; |
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# Source | |
# Vertex animation textures, beanbags and boneless animations | |
# by Martin Donald | |
# https://www.youtube.com/watch?v=NQ5Dllbxbz4 | |
import bpy | |
import bmesh | |
import mathutils |
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func catmull_rom_spline( | |
_points: Array, resolution: int = 10, extrapolate_end_points = true | |
) -> PackedVector2Array: | |
var points = _points.duplicate() | |
if extrapolate_end_points: | |
points.insert(0, points[0] - (points[1] - points[0])) | |
points.append(points[-1] + (points[-1] - points[-2])) | |
var smooth_points := PackedVector2Array() | |
if points.size() < 4: |
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previous_pwd=$PWD | |
cd $(dirname $0) | |
PROJECT="$HOME/Desktop/project" | |
EXPORT_DIR="$HOME/Desktop/export" | |
rm -rf $EXPORT_DIR | |
mkdir -p $EXPORT_DIR |
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/** | |
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves | |
* \param positionWS point in world space | |
* \param wavelengths wavelength of each of the 4 waves | |
* \param amplitudes amplitudes of each of the 4 waves | |
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED! | |
* \param speed global speed multiplier. Individual wave speed depends on Wavelength | |
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points | |
* \param normal returns the normal of given point. | |
* \return positional offset of the given point |
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# as of godot 4.1 | |
_static_init | |
_init | |
_notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots | |
_notification 18 Node.NOTIFICATION_PARENTED | |
_enter_tree | |
tree_entered signal | |
_notification 27 Node.NOTIFICATION_POST_ENTER_TREE | |
_ready | |
ready signal |
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