Added more interesting platforms
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@@ -16,6 +16,6 @@ noise = SubResource("FastNoiseLite_wonuc")
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[resource]
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albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333)
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albedo_texture = SubResource("NoiseTexture2D_iklfu")
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uv1_scale = Vector3(20, 1, 20)
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uv1_triplanar = true
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uv1_world_triplanar = true
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texture_filter = 0
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@@ -1,9 +1,9 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://c60s78p4g17ye"]
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[ext_resource type="Shader" path="res://materials/shader/WorldColoring.gdshader" id="1_ashe5"]
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[ext_resource type="Shader" path="res://materials/shader/WorldColoringCoop.gdshader" id="1_r8s2v"]
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[ext_resource type="Texture2D" uid="uid://b2c7rc40v7wfl" path="res://assets/textures/test_world_color_texture.png" id="2_60odu"]
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[resource]
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render_priority = 1
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shader = ExtResource("1_ashe5")
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shader = ExtResource("1_r8s2v")
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shader_parameter/world_color_texture = ExtResource("2_60odu")
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@@ -0,0 +1,9 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://biriunillglve"]
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[ext_resource type="Shader" path="res://materials/shader/WorldColoringVersus.gdshader" id="1_sq8hp"]
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[ext_resource type="Texture2D" uid="uid://b2c7rc40v7wfl" path="res://assets/textures/test_world_color_texture.png" id="2_rvt68"]
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[resource]
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render_priority = 1
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shader = ExtResource("1_sq8hp")
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shader_parameter/world_color_texture = ExtResource("2_rvt68")
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@@ -16,7 +16,7 @@ void fragment() {
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vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb;
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//ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a;
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// ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a;
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ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a;
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}
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@@ -0,0 +1,25 @@
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shader_type spatial;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform sampler2D world_color_texture : hint_default_black, repeat_disable;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
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vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 playerColorationColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0);
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vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722);
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vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb;
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ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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@@ -0,0 +1,25 @@
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shader_type spatial;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform sampler2D world_color_texture : hint_default_black, repeat_disable;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
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vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 playerColorationColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0);
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vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722);
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vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb;
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ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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