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@belzecue
belzecue / true_parallax.gd
Created June 17, 2025 14:16 — forked from nklbdev/true_parallax.gd
True parallax script for Godot 4
## 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]
@belzecue
belzecue / AmbientOcclusionDirection.osl
Created June 3, 2025 15:00 — forked from simonbroggi/AmbientOcclusionDirection.osl
Calculates AO and the average direction where the ambient light came from.
/*
* 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)
@belzecue
belzecue / material_selector.gd
Created February 24, 2025 00:43 — forked from levidavidmurray/material_selector.gd
_get_property_list example usage to populate an enum dropdown in the inspector based on dynamic array values
@tool
class_name MaterialSelector
extends Node3D
##############################
## EXPORT VARIABLES
##############################
@export var mesh: MeshInstance3D
@export var materials: Array[Material] = []:
@tool
class_name ProceduralBridge
extends Node3D
##############################
## EXPORT VARIABLES
##############################
@export var physics_server: bool = false:
set(value):
@belzecue
belzecue / 1-pico8-godot-shader.shader
Created November 28, 2024 15:29 — forked from stephanbogner/1-pico8-godot-shader.shader
PICO-8 color palette (or any other) shader for Godot (with the .html file below you can easily adjust the shader to any color palette)
// 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;
@belzecue
belzecue / bake_morph_textures.py
Created November 21, 2024 14:38 — forked from alexmalyutindev/bake_morph_textures.py
Vertex animation baker for Blender.
# Source
# Vertex animation textures, beanbags and boneless animations
# by Martin Donald
# https://www.youtube.com/watch?v=NQ5Dllbxbz4
import bpy
import bmesh
import mathutils
@belzecue
belzecue / catmull-rom.gd
Created June 22, 2024 11:55 — forked from JoelBesada/catmull-rom.gd
Catmull-Rom Spline in GDScript
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:
@belzecue
belzecue / create_export_pack.sh
Created April 20, 2024 11:41 — forked from pavanpodila/create_export_pack.sh
Export each Git branch as a separate folder
previous_pwd=$PWD
cd $(dirname $0)
PROJECT="$HOME/Desktop/project"
EXPORT_DIR="$HOME/Desktop/export"
rm -rf $EXPORT_DIR
mkdir -p $EXPORT_DIR
/**
* \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
@belzecue
belzecue / GdscriptCallSequence.txt
Created November 30, 2023 09:57 — forked from Gnumaru/GdscriptCallSequence.txt
The sequence in which methods and signals gets called in gdscript
# 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