importing bork texture and scaling independend shader
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bi3xqdknw5tpe"
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path.s3tc="res://.godot/imported/Cork002_2K_Color.png-295348789c534b25ecb17ae72511003c.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://logic-scenes/board/board-texture/Cork002_2K_Color.png"
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dest_files=["res://.godot/imported/Cork002_2K_Color.png-295348789c534b25ecb17ae72511003c.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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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=true
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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/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=0
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@ -0,0 +1,7 @@
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shader_type canvas_item;
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uniform sampler2D tex : repeat_enable;
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uniform float magic_scale_factor = 1500;
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void fragment() {
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COLOR = texture(tex, FRAGCOORD.xy/magic_scale_factor);
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}
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