Updated BnW shader
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@@ -12,10 +12,10 @@ script = ExtResource("2_olede")
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[node name="CultistSprite" parent="." index="0" unique_id=1997264413]
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material = ExtResource("3_ho47d")
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[node name="LeftWallRay" parent="WallCheck" parent_id_path=PackedInt32Array(782156094) index="0" unique_id=521416854]
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[node name="LeftWallRay" parent="WallCheckLow" parent_id_path=PackedInt32Array(782156094) index="0" unique_id=521416854]
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collision_mask = 35
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[node name="RightWallRay" parent="WallCheck" parent_id_path=PackedInt32Array(782156094) index="1" unique_id=1457669135]
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[node name="RightWallRay" parent="WallCheckLow" parent_id_path=PackedInt32Array(782156094) index="1" unique_id=1457669135]
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collision_mask = 35
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[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" parent_id_path=PackedInt32Array(1593775088) index="0" unique_id=947570027]
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@@ -30,5 +30,5 @@ collision_mask = 171
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[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" parent_id_path=PackedInt32Array(1597489123) index="1" unique_id=1377654831]
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collision_mask = 171
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[node name="KillingArea" parent="." index="5" unique_id=1891922549]
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[node name="KillingArea" parent="." index="6" unique_id=1891922549]
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collision_mask = 136
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@@ -22,7 +22,7 @@ radius = 4.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_t6gq4"]
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radius = 2.0
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height = 15.0
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height = 20.0
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[node name="Player" type="CharacterBody2D" unique_id=508706417]
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collision_layer = 128
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@@ -59,6 +59,7 @@ collision_layer = 0
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collision_mask = 35
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CenterArea2D" unique_id=1350886064]
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position = Vector2(0, 1)
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shape = SubResource("CapsuleShape2D_t6gq4")
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[node name="PlayerStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("player", "initial_state") instance=ExtResource("4_ybe51")]
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@@ -1,4 +1,4 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dbkn3k0batj5w"]
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[gd_resource type="ShaderMaterial" format=3 uid="uid://dbkn3k0batj5w"]
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[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_b0yyf"]
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@@ -8,6 +8,6 @@ shader_parameter/black_color = Color(0, 0, 0, 1)
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shader_parameter/white_color = Color(1, 1, 1, 1)
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shader_parameter/switch_colors = false
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shader_parameter/threshold = 0.5
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shader_parameter/speed = 5.0
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shader_parameter/intensity = 0.70000003325
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shader_parameter/speed = 0.50000002375
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shader_parameter/intensity = 0.50000002375
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shader_parameter/scale = 20.0
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@@ -1,4 +1,4 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dojhoc6ljpt1a"]
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[gd_resource type="ShaderMaterial" format=3 uid="uid://dojhoc6ljpt1a"]
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[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_rnyyp"]
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@@ -8,6 +8,6 @@ shader_parameter/black_color = Color(0, 0, 0, 1)
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shader_parameter/white_color = Color(1, 1, 1, 1)
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shader_parameter/switch_colors = false
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shader_parameter/threshold = 0.5
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shader_parameter/speed = 2.000000095
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shader_parameter/speed = 0.50000002375
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shader_parameter/intensity = 0.50000002375
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shader_parameter/scale = 15.0000007125
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shader_parameter/scale = 20.0
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@@ -104,7 +104,7 @@ func _on_ui_volume_changed(value: float) -> void:
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func _on_sfx_volume_changed(value: float) -> void:
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var screen_center := SettingsManager.window_base_size/2
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var screen_center := SettingsManager.window_base_size/2.0
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if _play_sound: SoundManager.play_sfx_stream(SoundManager.ui_stream_select, screen_center)
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SettingsManager.sfx_volume = floor(value)
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@@ -4,34 +4,29 @@ 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) = 5.0;
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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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float rand(vec2 coord) {
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return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
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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 cellular(vec2 coord) {
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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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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float min_dist = 1.0;
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vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x), float(y));
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vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
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point = 0.5 * sin(TIME * speed + 6.2831 * point);
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vec2 diff = neighbor + point - f;
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float dist = length(diff);
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min_dist = min(min_dist, dist);
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}
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}
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return min_dist;
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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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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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@@ -41,8 +36,8 @@ void fragment() {
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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;
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if (cellular(coord) > intensity) {
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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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