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https://github.com/Steffo99/hella-farm.git
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Add basic post processing shader
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parent
c3eb2226e9
commit
484c61caa3
4 changed files with 27 additions and 5 deletions
4
main.gd
4
main.gd
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@ -3,7 +3,7 @@ class_name Main
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@onready var tree: SceneTree = get_tree()
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@onready var container: Control = $"PrimaryCanvas/SafeMarginContainer"
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@onready var ui_container: Control = $"InterfaceCanvas/SafeMarginContainer"
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## The possible states the game can be in.
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@ -61,7 +61,7 @@ func build_menu() -> void:
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scene_menu = SCENE_MENU.instantiate()
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scene_menu.selected_play.connect(_on_menu_selected_play)
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scene_menu.selected_options.connect(_on_menu_selected_options)
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container.add_child(scene_menu)
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ui_container.add_child(scene_menu)
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## Destroy the [MainGame].
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func destroy_game() -> void:
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18
main.tscn
18
main.tscn
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@ -1,15 +1,27 @@
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[gd_scene load_steps=3 format=3 uid="uid://b38wkla8e7rmo"]
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[gd_scene load_steps=4 format=3 uid="uid://b38wkla8e7rmo"]
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[ext_resource type="Script" path="res://main.gd" id="1_jyg3q"]
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[ext_resource type="Material" uid="uid://dpumcyplql08q" path="res://postprocess.material" id="2_3o1ux"]
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[ext_resource type="PackedScene" uid="uid://bkm7id1wdwywg" path="res://scenes/menu/safe_margin_container.tscn" id="2_ah6n8"]
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[node name="Main" type="Node"]
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script = ExtResource("1_jyg3q")
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starting_stage = 3
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[node name="PrimaryCanvas" type="CanvasLayer" parent="."]
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[node name="PostprocessingCanvas" type="CanvasLayer" parent="."]
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[node name="SafeMarginContainer" parent="PrimaryCanvas" instance=ExtResource("2_ah6n8")]
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[node name="ColorRect" type="ColorRect" parent="PostprocessingCanvas"]
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material = ExtResource("2_3o1ux")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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[node name="InterfaceCanvas" type="CanvasLayer" parent="."]
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[node name="SafeMarginContainer" parent="InterfaceCanvas" instance=ExtResource("2_ah6n8")]
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min_margin_left = 16
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min_margin_right = 16
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min_margin_top = 16
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10
postprocess.gdshader
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10
postprocess.gdshader
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@ -0,0 +1,10 @@
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shader_type canvas_item;
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uniform float intensity = 0.1;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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float color = round(fract(UV * 360.0).y);
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vec4 tex = texture(screen_texture, SCREEN_UV);
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COLOR = tex * (1.0 - intensity) + (tex * color * intensity);
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}
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BIN
postprocess.material
Normal file
BIN
postprocess.material
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