Added platform shader
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@@ -28,8 +28,8 @@
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script = ExtResource("2_a2sw7")
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[node name="AbstractPlatform" parent="Platforms" parent_id_path=PackedInt32Array(1140671629) index="0" unique_id=1226827206 instance=ExtResource("3_pmn5w")]
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position = Vector2(144, -58)
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platform_width = 256
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position = Vector2(182, -42)
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platform_width = 104
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[node name="LeverDoor" parent="Doors" parent_id_path=PackedInt32Array(1468144392) index="0" unique_id=1575363350 instance=ExtResource("2_r01v2")]
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position = Vector2(416, -56)
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@@ -17,12 +17,13 @@ const MAX_WIDTH = TILE_SIZE * 32
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@onready var collision: CollisionShape2D = $AnimatableBody2D/CollisionShape2D
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@onready var platform_sprite: Sprite2D = $PlatformSprite
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@onready var platform_rect: ColorRect = $PlatformRect
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@onready var icon_sprite: AnimatedSprite2D = $IconSprite
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func _ready() -> void:
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platform_sprite.material.set_shader_parameter("tile_size", TILE_SIZE)
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platform_rect.material.set_shader_parameter("tile_size", TILE_SIZE)
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platform_rect.material.set_shader_parameter("seed", randf())
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rebuild_platform()
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@@ -33,7 +34,9 @@ func rebuild_platform() -> void:
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collision.shape = shape
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shape.size = Vector2(platform_width, TILE_SIZE)
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platform_sprite.material.set_shader_parameter("platform_width", platform_width)
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platform_rect.size.x = platform_width
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platform_rect.position.x = -platform_width/2
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platform_rect.material.set_shader_parameter("platform_width", platform_width)
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func _physics_process(_delta: float) -> void:
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@@ -5,19 +5,38 @@
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[ext_resource type="Shader" uid="uid://d4hm3vjx1rhsf" path="res://game/shaders/platform.gdshader" id="2_jsq8n"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2ivtb"]
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resource_local_to_scene = true
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shader = ExtResource("2_jsq8n")
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shader_parameter/tile_size = 16.0
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shader_parameter/platform_width = 16.0
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shader_parameter/tile_size = 8.0
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shader_parameter/platform_width = 24.0
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shader_parameter/atlas = ExtResource("2_31xwx")
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shader_parameter/seed = 0.038039055
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_jsq8n"]
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resource_local_to_scene = true
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size = Vector2(16, 8)
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[node name="AbstractPlatform" type="Node2D" unique_id=1226827206]
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script = ExtResource("1_426vp")
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[node name="PlatformSprite" type="Sprite2D" parent="." unique_id=1901062470]
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[node name="PlatformRect" type="ColorRect" parent="." unique_id=646284480]
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material = SubResource("ShaderMaterial_2ivtb")
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texture = ExtResource("2_31xwx")
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -8.0
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offset_top = -4.0
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offset_right = 8.0
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offset_bottom = 4.0
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grow_horizontal = 2
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grow_vertical = 2
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pivot_offset_ratio = Vector2(0.5, 0.5)
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[node name="IconSprite" type="AnimatedSprite2D" parent="." unique_id=287774650]
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[node name="AnimatableBody2D" type="AnimatableBody2D" parent="." unique_id=908936954]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="AnimatableBody2D" unique_id=175449124]
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shape = SubResource("RectangleShape2D_jsq8n")
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@@ -1,52 +1,7 @@
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shader_type canvas_item;
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uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform bool switch_colors = false;
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uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 0.5;
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uniform float intensity : hint_range(0.0, 1.0) = 1.0;
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uniform float scale : hint_range(0.0, 100.0) = 20.0;
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
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}
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float noise(vec2 uv) {
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vec2 uv_index = floor(uv);
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vec2 uv_fract = fract(uv);
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vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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}
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#include "get_black_n_white.gdshaderinc"
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void fragment() {
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if (COLOR.a > 0.01) {
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float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
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bool is_black = l < threshold;
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if (switch_colors) {
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is_black = !is_black;
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}
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if (intensity < 1.0) {
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vec2 coord = UV * scale + TIME * speed;
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if (noise(coord) > intensity) {
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is_black = !is_black;
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}
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}
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if (is_black) {
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COLOR = black_color;
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}
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else {
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COLOR = white_color;
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}
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}
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COLOR = get_black_and_white(COLOR, UV, TIME);
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}
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@@ -0,0 +1,47 @@
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uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform bool switch_colors = false;
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uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 0.5;
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uniform float intensity : hint_range(0.0, 1.0) = 1.0;
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uniform float scale : hint_range(0.0, 100.0) = 20.0;
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
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}
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float noise(vec2 uv) {
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vec2 uv_index = floor(uv);
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vec2 uv_fract = fract(uv);
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vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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}
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vec4 get_black_and_white(vec4 color, vec2 uv, float time) {
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if (color.a < 0.01) return color;
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float l = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
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bool is_black = l < threshold;
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if (switch_colors) {
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is_black = !is_black;
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}
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if (intensity < 1.0) {
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vec2 coord = uv * scale + time * speed;
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if (noise(coord) > intensity) {
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is_black = !is_black;
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}
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}
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if (is_black) {
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return black_color;
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}
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return white_color;
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}
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@@ -0,0 +1 @@
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uid://bvklme5ww0g2f
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@@ -1,10 +1,38 @@
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shader_type canvas_item;
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uniform float tile_size = 8.0;
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uniform float platform_width = 16.0;
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uniform float platform_width = 24.0;
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uniform sampler2D atlas : filter_nearest;
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uniform float seed : hint_range(0.0, 1.0) = 0.0;
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const float left_cap_count = 2.0;
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const float gap_count = 8.0;
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const float right_cap_count = 2.0;
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float random(float v, float s) {
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return fract(sin(v * 127.1 + s * 100.0) * 43758.5453);
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}
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void fragment() {
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vec2 platform_pixel = UV * vec2(platform_width, tile_size);
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vec2 atlas_pixel = platform_pixel;
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float column = floor(platform_pixel.x / tile_size);
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float rand_val = random(column, seed);
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float tile_offset_x = mod(platform_pixel.x, tile_size);
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if (platform_pixel.x < tile_size) {
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float cap_index = floor(rand_val * left_cap_count);
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atlas_pixel.x = cap_index * tile_size + tile_offset_x;
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} else if (platform_pixel.x < platform_width - tile_size) {
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float gap_index = floor(rand_val * gap_count);
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atlas_pixel.x = left_cap_count * tile_size + gap_index * tile_size + tile_offset_x;
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} else {
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float cap_index = floor(rand_val * right_cap_count);
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atlas_pixel.x = (left_cap_count + gap_count) * tile_size + cap_index * tile_size + tile_offset_x;
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}
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vec2 atlas_size = vec2(textureSize(atlas, 0));
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vec2 atlas_uv = atlas_pixel / atlas_size;
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COLOR = texture(atlas, atlas_uv);
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}
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