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Add basic post processing shader

This commit is contained in:
Steffo 2024-04-15 00:27:17 +02:00
parent c3eb2226e9
commit 484c61caa3
Signed by: steffo
GPG key ID: 5ADA3868646C3FC0
4 changed files with 27 additions and 5 deletions

View file

@ -3,7 +3,7 @@ class_name Main
@onready var tree: SceneTree = get_tree()
@onready var container: Control = $"PrimaryCanvas/SafeMarginContainer"
@onready var ui_container: Control = $"InterfaceCanvas/SafeMarginContainer"
## The possible states the game can be in.
@ -61,7 +61,7 @@ func build_menu() -> void:
scene_menu = SCENE_MENU.instantiate()
scene_menu.selected_play.connect(_on_menu_selected_play)
scene_menu.selected_options.connect(_on_menu_selected_options)
container.add_child(scene_menu)
ui_container.add_child(scene_menu)
## Destroy the [MainGame].
func destroy_game() -> void:

View file

@ -1,15 +1,27 @@
[gd_scene load_steps=3 format=3 uid="uid://b38wkla8e7rmo"]
[gd_scene load_steps=4 format=3 uid="uid://b38wkla8e7rmo"]
[ext_resource type="Script" path="res://main.gd" id="1_jyg3q"]
[ext_resource type="Material" uid="uid://dpumcyplql08q" path="res://postprocess.material" id="2_3o1ux"]
[ext_resource type="PackedScene" uid="uid://bkm7id1wdwywg" path="res://scenes/menu/safe_margin_container.tscn" id="2_ah6n8"]
[node name="Main" type="Node"]
script = ExtResource("1_jyg3q")
starting_stage = 3
[node name="PrimaryCanvas" type="CanvasLayer" parent="."]
[node name="PostprocessingCanvas" type="CanvasLayer" parent="."]
[node name="SafeMarginContainer" parent="PrimaryCanvas" instance=ExtResource("2_ah6n8")]
[node name="ColorRect" type="ColorRect" parent="PostprocessingCanvas"]
material = ExtResource("2_3o1ux")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="InterfaceCanvas" type="CanvasLayer" parent="."]
[node name="SafeMarginContainer" parent="InterfaceCanvas" instance=ExtResource("2_ah6n8")]
min_margin_left = 16
min_margin_right = 16
min_margin_top = 16

10
postprocess.gdshader Normal file
View file

@ -0,0 +1,10 @@
shader_type canvas_item;
uniform float intensity = 0.1;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
float color = round(fract(UV * 360.0).y);
vec4 tex = texture(screen_texture, SCREEN_UV);
COLOR = tex * (1.0 - intensity) + (tex * color * intensity);
}

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postprocess.material Normal file

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