Initial Android commit
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1e2b80c13d
8521 changed files with 231475 additions and 0 deletions
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resources/graphics/GUI/SelectLanguage/FirstRunBack.webp
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resources/graphics/GUI/SelectLanguage/FirstRunBack.webp
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resources/graphics/GUI/SelectLanguage/RainScreenShader.tres
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resources/graphics/GUI/SelectLanguage/RainScreenShader.tres
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[gd_resource type="ShaderMaterial" load_steps=4 format=2]
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[ext_resource path="res://resources/graphics/GUI/SelectLanguage/noise.webp" type="Texture" id=1]
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[ext_resource path="res://resources/graphics/GUI/SelectLanguage/FirstRunBack.webp" type="Texture" id=2]
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[sub_resource type="Shader" id=9]
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code = "shader_type canvas_item;
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uniform sampler2D origin;
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uniform sampler2D noise;
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void fragment()
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{
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vec2 c = vec2(FRAGCOORD.x, FRAGCOORD.y);
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vec2 res = vec2(1.0 / SCREEN_PIXEL_SIZE.x,1.0 / SCREEN_PIXEL_SIZE.y);
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vec2 u = c / res.xy,
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n = texture(noise, u * .1).rg; // Displacement
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vec4 f = textureLod(origin, u, 2.5);
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// Loop through the different inverse sizes of drops
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for (float r = 4. ; r > 0. ; r--) {
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vec2 x = res.xy * r * .015, // Number of potential drops (in a grid)
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p = 6.28 * u * x + (n - .5) * 2.,
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s = sin(p);
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// Current drop properties. Coordinates are rounded to ensure a
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// consistent value among the fragment of a given drop.
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vec4 d = texture(noise, round(u * x - 0.25) / x);
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// Drop shape and fading
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float t = (s.x+s.y) * max(0., 1. - fract(TIME * (d.b + .1) + d.g) * 2.);
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// d.r -> only x% of drops are kept on, with x depending on the size of drops
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if (d.r < (5.-r)*.08 && t > .5) {
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// Drop normal
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vec3 v = normalize(-vec3(cos(p), mix(.2, 2., t-.5)));
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// fragColor = vec4(v * 0.5 + 0.5, 1.0); // show normals
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// Poor man's refraction (no visual need to do more)
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f = texture(origin, u - v.xy * .3);
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if(f.r == 1.0 && f.g == 1.0 && f.b == 1.0){
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f.a = 0.0
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}
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}
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COLOR = f;
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}
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}"
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[resource]
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resource_local_to_scene = true
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shader = SubResource( 9 )
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shader_param/origin = ExtResource( 2 )
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shader_param/noise = ExtResource( 1 )
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resources/graphics/GUI/SelectLanguage/noise.webp
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resources/graphics/GUI/SelectLanguage/noise.webp
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