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https://codeberg.org/Melon-Bread/Comets.gd.git
synced 2024-11-24 21:18:21 -05:00
Made a explosion shader for crashing
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3ad6004836
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45
assets/shaders/PixelExplosion.gdshader
Normal file
45
assets/shaders/PixelExplosion.gdshader
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@ -0,0 +1,45 @@
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shader_type canvas_item;
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uniform sampler2D noise_tex_normal;
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uniform sampler2D noise_tex;
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uniform float progress : hint_range(0.0, 1.0);
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uniform float strength = 1.0;
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// If your sprite doesn't have enough space and the explosion gets clipped,
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// you can uncomment this and adjust the scale
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//void vertex() {
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// float scale = 3.0;
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// VERTEX *= scale;
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//
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// UV *= scale;
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// UV -= (scale - 1.0) / 2.0;
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//}
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void fragment() {
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vec2 direction = texture(noise_tex_normal, UV).xy; // We're using normal map as direction
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direction -= 0.5; // Since our normal map is a texture, it ranges from 0.0 to 1.0...
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direction *= 2.0; // ...so we're going to make it range from -1.0 to 1.0.
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direction = direction * strength * progress;
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// UV for exploded texture
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vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; // Real texture size in pixels
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vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); // Pixelate UV to snap pixels
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uv = uv - direction; // Distort UV
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// Texture with exploded UV
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vec4 tex = texture(TEXTURE, uv);
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// Dissolve alpha
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float dissolve = texture(noise_tex, UV).x;
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dissolve = step(progress, dissolve);
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tex.a *= dissolve;
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// Border (in case the edge of your sprite stretches, otherwise you can remove this block)
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vec2 border_uv = uv * 2.0 - 1.0;
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border_uv = clamp(abs(border_uv), 0.0, 1.0);
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float border = max(border_uv.x, border_uv.y);
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border = ceil(1.0 - border);
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tex.a *= border;
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COLOR = tex;
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}
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@ -1,10 +1,37 @@
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[gd_scene load_steps=8 format=3 uid="uid://cbo47ftx0vcro"]
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[gd_scene load_steps=14 format=3 uid="uid://cbo47ftx0vcro"]
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[ext_resource type="Script" path="res://scripts/ship.gd" id="1_japvq"]
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[ext_resource type="Texture2D" uid="uid://qcnuvee2jcp0" path="res://assets/img/ship.png" id="1_ymcdl"]
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[ext_resource type="Shader" path="res://assets/shaders/PixelExplosion.gdshader" id="2_pn2x0"]
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[ext_resource type="AudioStream" uid="uid://cg6v2xvf4jkkv" path="res://assets/sfx/shoot.wav" id="3_kvryg"]
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[ext_resource type="AudioStream" uid="uid://cycpanck51dqd" path="res://assets/sfx/crash.wav" id="4_i4skj"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_dlo0u"]
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seed = 13
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_gyado"]
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width = 64
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height = 64
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generate_mipmaps = false
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noise = SubResource("FastNoiseLite_dlo0u")
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_t7wfq"]
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noise_type = 0
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seed = 3
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_2qoa7"]
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width = 64
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height = 64
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generate_mipmaps = false
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noise = SubResource("FastNoiseLite_t7wfq")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_lba6n"]
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shader = ExtResource("2_pn2x0")
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shader_parameter/progress = 0.0
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shader_parameter/strength = 1.0
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shader_parameter/noise_tex_normal = SubResource("NoiseTexture2D_2qoa7")
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shader_parameter/noise_tex = SubResource("NoiseTexture2D_gyado")
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[sub_resource type="Animation" id="Animation_qfhr1"]
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length = 0.001
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tracks/0/type = "value"
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@ -19,6 +46,30 @@ tracks/0/keys = {
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"update": 1,
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"values": [false]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Sprite2D:material:shader_parameter/progress")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Sprite2D/CPUParticles2D:visible")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
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}
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[sub_resource type="Animation" id="Animation_ctlro"]
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resource_name = "crash"
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@ -48,6 +99,30 @@ tracks/1/keys = {
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"method": &"queue_free"
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}]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Sprite2D:material:shader_parameter/progress")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [0.0, 1.0]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Sprite2D/CPUParticles2D:visible")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [false]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_3jmf3"]
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_data = {
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@ -61,6 +136,7 @@ collision_mask = 2
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script = ExtResource("1_japvq")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_lba6n")
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texture = ExtResource("1_ymcdl")
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[node name="CPUParticles2D" type="CPUParticles2D" parent="Sprite2D"]
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@ -71,6 +147,7 @@ spread = 105.9
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gravity = Vector2(0, 0)
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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visible = false
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position = Vector2(0, -1)
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polygon = PackedVector2Array(-3, -31, 4, -31, 32, 28, 32, 33, 28, 33, 1, 16, -24, 33, -32, 33, -32, 27)
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