diff --git a/src/dev-util/candle-prototype.tscn b/src/dev-util/candle-prototype.tscn index 8da4c19..5db4da6 100644 --- a/src/dev-util/candle-prototype.tscn +++ b/src/dev-util/candle-prototype.tscn @@ -1,79 +1,10 @@ -[gd_scene load_steps=25 format=3 uid="uid://de1jhrkfs5qc6"] +[gd_scene load_steps=11 format=3 uid="uid://de1jhrkfs5qc6"] -[ext_resource type="Texture2D" uid="uid://ds1n0xhxqlp4b" path="res://base-environments/youth_room/shaders/universe_noise.png" id="1_uu85p"] +[ext_resource type="Material" uid="uid://clfshh25jwfm1" path="res://logic-scenes/card_burner/card_fire.material" id="1_5xkf6"] [ext_resource type="PackedScene" uid="uid://dy5rd437h5hsw" path="res://logic-scenes/board/card.tscn" id="2_wi77g"] [ext_resource type="SpriteFrames" uid="uid://j7e7me3hl6xt" path="res://logic-scenes/board/card-textures/card-sprites.tres" id="3_2ph0d"] - -[sub_resource type="Shader" id="Shader_f606e"] -code = "shader_type canvas_item; -render_mode blend_add; - -uniform float fire_progression = 0; -uniform sampler2D flame_noise: repeat_enable; -uniform sampler2D flame_gradoent; - -vec3 RNGV3(vec3 p) { - vec3 a = fract(sin(vec3(p.x, p.y, p.z)) * vec3(111.11,333.33,444.44)); - a += dot(a, a+33.51); - return fract(vec3(a.x*a.y, a.y*a.z, a.z*a.x)); //outputs a random vec2 between 0 and 1 -} - -vec4 voronoy(vec3 loc, float scale){ - loc = loc*scale; - vec4 output = vec4(0., 0., 0., 10.); - for(float y=-1.; y<=1.; y++){ - for(float x=-1.; x<=1.; x++){ - for(float z=-1.; z<=1.; z++){ - vec3 offs = vec3(x,y,z); - vec3 n = RNGV3(floor(loc)+offs)*2.0-1.0; - vec3 p = offs+sin(n) * .5; - float d = length((fract(loc)-0.5)-p); - if(d void: $AnimatedSprite2D/Sprite2D.material.set_shader_parameter(\"fire_progression\", flame_progression) " -[sub_resource type="Shader" id="Shader_uu85p"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform float fire_progression = 0; -uniform sampler2D flame_noise: repeat_enable; -uniform sampler2D ash_gradoent: repeat_disable; - -vec3 RNGV3(vec3 p) { - vec3 a = fract(sin(vec3(p.x, p.y, p.z)) * vec3(111.11,333.33,444.44)); - a += dot(a, a+33.51); - return fract(vec3(a.x*a.y, a.y*a.z, a.z*a.x)); //outputs a random vec2 between 0 and 1 -} - -vec4 voronoy(vec3 loc, float scale){ - loc = loc*scale; - vec4 output = vec4(0., 0., 0., 10.); - for(float y=-1.; y<=1.; y++){ - for(float x=-1.; x<=1.; x++){ - for(float z=-1.; z<=1.; z++){ - vec3 offs = vec3(x,y,z); - vec3 n = RNGV3(floor(loc)+offs)*2.0-1.0; - vec3 p = offs+sin(n) * .5; - float d = length((fract(loc)-0.5)-p); - if(d