GodotComponentTest/scenes/NoiseWorldGeneration2D.tscn

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2023-05-03 13:26:13 +02:00
[gd_scene load_steps=5 format=2]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
}
vec3 color_ramp(float h) {
if (h < 0.4f) {
return vec3(0, 0, 0.6);
} else if (h < 0.45f) {
return vec3(0, 0, 0.7);
} else if (h < 0.5f) {
return vec3(0, 0, 1);
} else if (h < 0.55){
return vec3(0.8, 0.8, 0.1);
} else if (h < 0.6){
return vec3(0, 0.6, 0);
} else if (h < 0.68){
return vec3(0, 0.4, 0);
} else if (h <= 0.78){
return vec3(0.6, 0.6, 0.6);
} else if (h < 1.0){
return vec3(0.8, 0.8, 0.8);
}
return vec3(1.0);
}
vec3 rgbToGrayscale(vec3 color) {
return vec3(dot(color.rgb, vec3(0.299, 0.587, 0.144)));
}
float borderFalloff(vec2 uv) {
return min(
(0.5 - abs(-uv.x + 0.5)) * 2.0,
(0.5 - abs(-uv.y + 0.5)) * 2.0);
}
float borderFalloffCircle(vec2 uv) {
return (0.5 - length(vec2(uv - vec2(0.5, 0.5)))) * 2.0;
}
void fragment() {
vec4 texture_color = texture(TEXTURE, UV);
COLOR.rgb = vec3(abs(UV.x - 0.5) * 2.0);
//COLOR.rgb = color_ramp(texture_color.r * borderFalloffCircle(UV) * 1.8);
COLOR.rgb = color_ramp(texture_color.r * borderFalloff(UV) * 1.8);
}
"
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
[sub_resource type="OpenSimplexNoise" id=3]
seed = 57
octaves = 5
period = 20.0
persistence = 0.2
lacunarity = 4.0
[sub_resource type="NoiseTexture" id=4]
width = 128
height = 128
seamless = true
noise = SubResource( 3 )
noise_offset = Vector2( 2.632, 0 )
[node name="Node2D" type="Node2D"]
[node name="GridContainer" type="GridContainer" parent="."]
margin_right = 861.0
margin_bottom = 595.0
[node name="TextureRect" type="TextureRect" parent="GridContainer"]
material = SubResource( 2 )
margin_right = 861.0
margin_bottom = 595.0
size_flags_horizontal = 3
size_flags_vertical = 3
texture = SubResource( 4 )
expand = true