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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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""" | |
Based on Calinou's Godot3 movie render script: | |
https://github.com/Calinou/godot-video-rendering-demo/blob/master/camera.gd | |
# Copyright © 2019 Hugo Locurcio and contributors - MIT License | |
# See `LICENSE.md` included in the source distribution for details. | |
This script asynchronously renders gameplay or camera animation | |
to PNG files which can then be combined into a video via ffmpeg. | |
IMPORTANT! |
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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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// Generate high-resolution white on black text decal in GIMP and apply Filters > Generic > Distance Map | |
// then scale down to e.g. 64 pixel height. | |
// Import decal image into Godot and set: | |
// Compression mode to lossless | |
// Filter ON | |
// Mipmaps ON | |
// Fix alpha border ON | |
// Invert color ON (if required) |
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""" | |
Attach this script to the parent node of an AnimationPlayer. | |
""" | |
extends Node2D | |
export(NodePath) var anim_player_path: NodePath | |
export(String) var track_name: String | |
onready var anim_player: AnimationPlayer = get_node(anim_player_path) as AnimationPlayer | |
onready var tree: SceneTree = get_tree() |
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class_name RingBuffer extends Reference | |
""" | |
Uses simple arrays as ring buffers, passed to these static methods. | |
Allocates the first two slots for metadata (pointer, queue length). | |
USAGE: | |
var rb: Array = RingBuffer.create(5) |
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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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