Initial reorganization of shmup prroject; temp player sprites added.
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116 changed files with 298 additions and 177 deletions
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@ -1,51 +0,0 @@
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shader_type canvas_item;
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uniform float speed : hint_range(0.0, 5.0) = 1.0;
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uniform float line_width : hint_range(0.0, 0.2) = 0.15;
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uniform vec4 line_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform float pause_duration : hint_range(0.0, 6.0) = 0.15;
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uniform float offset = 2.0;
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uniform int pixelate_line : hint_range(0, 1) = 1;
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void fragment() {
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vec4 base_texture = texture(TEXTURE, UV);
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// Skip fully transparent pixels
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if (base_texture.a < 0.01) {
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discard;
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}
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// Cycle timing with pause at end
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float cycle_duration = offset + pause_duration;
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float adjusted_time = mod(TIME * speed, cycle_duration);
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// Line movement with pause (right to left)
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float line_position;
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if (adjusted_time <= offset) {
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line_position = offset - adjusted_time;
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} else {
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line_position = -0.3;
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}
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// Use UV directly for diagonal calculation
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vec2 uv_for_line = UV;
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// Pixelate the line position calculation (not the texture sampling)
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if (pixelate_line == 1) {
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vec2 texture_size = 1.0 / TEXTURE_PIXEL_SIZE;
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uv_for_line = floor(UV * texture_size) / texture_size;
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}
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// Diagonal line rotation
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vec2 rotated_uv = vec2(uv_for_line.x + uv_for_line.y, uv_for_line.y - uv_for_line.x) * 0.5;
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float dist = abs(rotated_uv.x - line_position);
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// Line width and smoothness
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float line_intensity = smoothstep(line_width, 0.0, dist);
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// Mix base texture with line color (respecting line_color alpha)
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vec3 final_color = mix(base_texture.rgb, line_color.rgb, line_intensity * line_color.a);
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// Preserve original alpha
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COLOR = vec4(final_color, base_texture.a);
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}
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