How to use:
./wordle.sh
Or try the unlimit mode:
shader_type canvas_item; | |
uniform mat4 TRANSFORM; | |
uniform vec2 DEPTH; | |
uniform bool REPEAT_X; | |
uniform bool REPEAT_Y; | |
uniform bool FLIP; | |
void fragment() { | |
// Create the matrix. A workaround is used to modify the matrix's W column |
/* Selects a random image from a folder and makes it the desktop wallpaper. | |
* usage: RandomWallpaper.exe [c:\path\to\wallpapers] | |
* If the path is omitted, the current directory is used. | |
*/ | |
using System; | |
using System.Collections.Generic; | |
using System.Text; | |
using System.IO; | |
using System.Runtime.InteropServices; |
// Derived from Unity built-in shader source. | |
// https://raw.githubusercontent.com/chsxf/unity-built-in-shaders/0c7940740e75340009bbed453e2b198e294e4bab/Shaders/DefaultResourcesExtra/Skybox-Panoramic.shader | |
Shader "Skybox/Dual Panoramic" { | |
Properties{ | |
_Tint1("Tint Color 1", Color) = (.5, .5, .5, .5) | |
_Tint2("Tint Color 2", Color) = (.5, .5, .5, .5) | |
[Gamma] _Exposure1("Exposure 1", Range(0, 8)) = 1.0 | |
[Gamma] _Exposure2("Exposure 2", Range(0, 8)) = 1.0 | |
_Rotation1("Rotation1", Range(0, 360)) = 0 |
/* | |
Procedural sky panorama cloud shader for Godot by https://www.reddit.com/user/Tsar333/ | |
Posted to: https://www.reddit.com/r/godot/comments/eo47cr/godot_sky_shader_3d/ | |
Node Setup: | |
WorldEnvironment | |
-- Viewport | |
---- ColorRect |
extends Node | |
var array | |
var size | |
var start = 0 | |
var end = -1 | |
var mutex = Mutex.new() | |
signal item_removed |
class_name RingBufferDic extends Node | |
enum PopMode {LIFO, FIFO} | |
export(int) var maxHistoryEntries := 32 | |
var history := {} | |
var hwm := 0 # high water mark | |
var LIFO := -1 # -1 means buffer empty | |
var FIFO := -1 # -1 means buffer empty | |
var pop_counter := 0 |
shader_type spatial; | |
render_mode unshaded; | |
uniform usampler2D data_tex; | |
/* | |
Use with the following GDScript code: | |
var data_img = Image.new() | |
var data := PoolByteArray() | |
var indexin = 0x8400 |
shader_type spatial; | |
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; | |
uniform vec4 albedo : hint_color; | |
uniform sampler2D texture_albedo : hint_albedo; | |
uniform vec3 uv1_scale; | |
uniform vec3 uv1_offset; | |
uniform float specular; | |
uniform float metallic; | |
uniform float roughness : hint_range(0,1); |
shader_type spatial; | |
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; | |
uniform vec4 albedo : hint_color; | |
uniform sampler2D texture_albedo : hint_albedo; | |
uniform float specular; | |
uniform float metallic; | |
uniform float roughness : hint_range(0,1); | |
uniform float point_size : hint_range(0,128); | |
uniform vec3 uv1_scale; | |
uniform vec3 uv1_offset; |