Added an interim title with shader effect.
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parent
b5d97c0ffb
commit
6b3270bbb2
8 changed files with 155 additions and 1 deletions
3
main.gd
3
main.gd
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@ -60,10 +60,12 @@ func _on_player_died():
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game_over.show()
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await get_tree().create_timer(2).timeout
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game_over.hide()
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$CanvasLayer/Title.show()
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start_button.show()
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playing = false
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func new_game():
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$CanvasLayer/Title.hide()
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# Ensure enemies are cleared.
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get_tree().call_group("enemies", "queue_free")
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get_tree().call_group("enemy_bullets", "queue_free")
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@ -110,6 +112,7 @@ func win_game():
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$Player._on_player_victory()
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await get_tree().create_timer(2).timeout
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game_over.hide()
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$CanvasLayer/Title.show()
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start_button.show()
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func enemy_win() -> void:
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21
main.tscn
21
main.tscn
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@ -1,8 +1,10 @@
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[gd_scene load_steps=10 format=3 uid="uid://cc2dnhuv4qx7m"]
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[gd_scene load_steps=13 format=3 uid="uid://cc2dnhuv4qx7m"]
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[ext_resource type="Script" uid="uid://c51huloycn5as" path="res://main.gd" id="1_h2yge"]
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[ext_resource type="Texture2D" uid="uid://jj8b7vqj3ihx" path="res://Mini Pixel Pack 3/Space_BG (2 frames) (64 x 64).png" id="1_ig7tw"]
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[ext_resource type="PackedScene" uid="uid://s6wf3egdqtmh" path="res://ui.tscn" id="4_1bvp3"]
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[ext_resource type="Texture2D" uid="uid://db2v7dea5wi4" path="res://title - no border.png" id="4_7mycd"]
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[ext_resource type="Shader" uid="uid://x02irwg8ynvp" path="res://pixel_highlight.gdshader" id="4_272bh"]
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[ext_resource type="Texture2D" uid="uid://bonoqs5pisflo" path="res://Mini Pixel Pack 3/UI objects/START (48 x 8).png" id="5_lquwl"]
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[ext_resource type="Texture2D" uid="uid://bubqwoum50gf8" path="res://Mini Pixel Pack 3/UI objects/GAME_OVER (72 x 8).png" id="6_7mycd"]
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@ -46,6 +48,15 @@ _data = {
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&"scroll": SubResource("Animation_h2yge")
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_kek77"]
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shader = ExtResource("4_272bh")
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shader_parameter/speed = 3.0000001425
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shader_parameter/line_width = 0.1530000072675
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shader_parameter/line_color = Color(1, 1, 1, 1)
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shader_parameter/pause_duration = 5.314000252415
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shader_parameter/offset = 2.0
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shader_parameter/pixelate_line = 0
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[node name="Main" type="Node2D"]
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script = ExtResource("1_h2yge")
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@ -70,6 +81,14 @@ autoplay = "scroll"
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offset_right = 196.0
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offset_bottom = 36.0
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[node name="Title" type="TextureRect" parent="CanvasLayer"]
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material = SubResource("ShaderMaterial_kek77")
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offset_left = 28.0
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offset_top = 74.0
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offset_right = 212.0
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offset_bottom = 141.0
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texture = ExtResource("4_7mycd")
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[node name="CenterContainer" type="CenterContainer" parent="CanvasLayer"]
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anchors_preset = 15
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anchor_right = 1.0
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51
pixel_highlight.gdshader
Normal file
51
pixel_highlight.gdshader
Normal file
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@ -0,0 +1,51 @@
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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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1
pixel_highlight.gdshader.uid
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1
pixel_highlight.gdshader.uid
Normal file
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@ -0,0 +1 @@
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uid://x02irwg8ynvp
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BIN
title - no border.png
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BIN
title - no border.png
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Binary file not shown.
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After Width: | Height: | Size: 11 KiB |
40
title - no border.png.import
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40
title - no border.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://db2v7dea5wi4"
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path="res://.godot/imported/title - no border.png-f3a39f3e35d38034df2e041c7aa18607.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://title - no border.png"
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dest_files=["res://.godot/imported/title - no border.png-f3a39f3e35d38034df2e041c7aa18607.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
title_white.png
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BIN
title_white.png
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Binary file not shown.
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After Width: | Height: | Size: 13 KiB |
40
title_white.png.import
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40
title_white.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dfkr6mlotol6"
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path="res://.godot/imported/title_white.png-d36b8f2d01d5f1557338a72c7191d974.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://title_white.png"
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dest_files=["res://.godot/imported/title_white.png-d36b8f2d01d5f1557338a72c7191d974.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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