actual initial commit lmao
BIN
textures/asphalt.png
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After Width: | Height: | Size: 31 KiB |
35
textures/asphalt.png.import
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BIN
textures/carpet_dullgreen.png
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After Width: | Height: | Size: 41 KiB |
35
textures/carpet_dullgreen.png.import
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BIN
textures/clip.png
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After Width: | Height: | Size: 1.1 KiB |
35
textures/clip.png.import
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49
textures/deband.gdshader
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@@ -0,0 +1,49 @@
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// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D.
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||||
shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform float point_size : hint_range(0.1, 128.0, 0.1);
|
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||||
uniform float roughness : hint_range(0.0, 1.0);
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||||
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
|
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
|
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||||
uniform float specular : hint_range(0.0, 1.0, 0.01);
|
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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||||
uniform vec3 uv1_offset;
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||||
uniform vec3 uv2_scale;
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||||
uniform vec3 uv2_offset;
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||||
uniform float debanding_dither;
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||||
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||||
const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189);
|
||||
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void vertex() {
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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}
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||||
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void fragment() {
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vec2 base_uv = UV;
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||||
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||||
vec4 albedo_tex = texture(texture_albedo, base_uv);
|
||||
|
||||
// Add noise to albedo to hide banding
|
||||
float offset = fract(noise_magic.z * fract(dot(FRAGCOORD.xy, noise_magic.xy)));
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||||
albedo_tex.rgb += vec3(offset, 1.0 - offset, offset) * debanding_dither;
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||||
|
||||
ALBEDO = albedo.rgb * albedo_tex.rgb;
|
||||
|
||||
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
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||||
METALLIC = metallic_tex * metallic;
|
||||
SPECULAR = specular;
|
||||
|
||||
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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||||
ROUGHNESS = roughness_tex * roughness;
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}
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1
textures/deband.gdshader.uid
Normal file
@@ -0,0 +1 @@
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uid://hpgvhe2e0q6y
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37
textures/debandingmaterial.shader
Normal file
@@ -0,0 +1,37 @@
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
|
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uniform float specular;
|
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uniform float metallic;
|
||||
uniform float roughness : hint_range(0,1);
|
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uniform sampler2D texture_roughness : hint_white;
|
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uniform vec4 roughness_texture_channel;
|
||||
uniform sampler2D texture_emission : hint_black_albedo;
|
||||
uniform float emission_energy;
|
||||
uniform float debanding_dither;
|
||||
|
||||
const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189);
|
||||
|
||||
void vertex() {
|
||||
UV = UV;
|
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}
|
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void fragment() {
|
||||
|
||||
vec2 base_uv = UV;
|
||||
vec4 albedo_tex = texture(texture_albedo, base_uv);
|
||||
albedo_tex *= COLOR;
|
||||
|
||||
// Add noise to albedo to hide banding
|
||||
float offset = fract(noise_magic.z * fract(dot(FRAGCOORD.xy, noise_magic.xy)));
|
||||
albedo_tex.rgb += vec3(offset, 1.0 - offset, offset) * debanding_dither;
|
||||
|
||||
ALBEDO = albedo.rgb * albedo_tex.rgb;
|
||||
METALLIC = metallic;
|
||||
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
|
||||
ROUGHNESS = roughness_tex * roughness;
|
||||
SPECULAR = specular;
|
||||
vec3 emission_tex = texture(texture_emission, base_uv).rgb;
|
||||
EMISSION = emission_tex * emission_energy;
|
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}
|
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BIN
textures/floor_checkertiles.png
Normal file
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After Width: | Height: | Size: 28 KiB |
35
textures/floor_checkertiles.png.import
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BIN
textures/floor_metal1.png
Normal file
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After Width: | Height: | Size: 48 KiB |
35
textures/floor_metal1.png.import
Normal file
@@ -0,0 +1,35 @@
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BIN
textures/floor_wood.png
Normal file
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After Width: | Height: | Size: 48 KiB |
35
textures/floor_wood.png.import
Normal file
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BIN
textures/glass.png
Normal file
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After Width: | Height: | Size: 1.6 KiB |
35
textures/glass.png.import
Normal file
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detect_3d/compress_to=0
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9
textures/glass.tres
Normal file
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://dgvk4kos3nviu"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cdsqu5kfwkk6n" path="res://textures/glass.png" id="1_1147i"]
|
||||
|
||||
[resource]
|
||||
transparency = 1
|
||||
albedo_texture = ExtResource("1_1147i")
|
||||
metallic_specular = 0.0
|
||||
texture_filter = 4
|
||||
BIN
textures/ground_cobblestone1.png
Normal file
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After Width: | Height: | Size: 80 KiB |
35
textures/ground_cobblestone1.png.import
Normal file
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BIN
textures/ground_greybrick.png
Normal file
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After Width: | Height: | Size: 37 KiB |
35
textures/ground_greybrick.png.import
Normal file
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