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Added shaders
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106 changed files with 2642 additions and 0 deletions
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#03/space.frag
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shader_type canvas_item;
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void fragment(){
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vec2 st = UV;
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vec4 final = vec4(st.x, st.y, 0.0, 1.0);
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COLOR = final;
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}
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uid://8as2y65btjp4
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13
Shaders/GodotRetro/Object Shaders/Debug/helloworld.gdshader
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13
Shaders/GodotRetro/Object Shaders/Debug/helloworld.gdshader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#03/space.frag
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shader_type spatial;
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render_mode cull_disabled, specular_disabled, diffuse_lambert;
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void fragment(){
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vec2 st = UV;
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vec3 final = vec3(st.x, st.y, 0.0);
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ALBEDO = final;
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}
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uid://d2ih5u13312pd
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#06/hsb-colorwheel.frag
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shader_type canvas_item;
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const float TWO_PI = 6.28318530718;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void fragment(){
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vec2 st = UV;
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vec3 color = vec3(0.0);
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// Use polar coordinates instead of cartesian
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vec2 toCenter = vec2(0.5)-st;
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float angle = atan(toCenter.y,toCenter.x);
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float radius = length(toCenter)*2.0;
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// Map the angle (-PI to PI) to the Hue (from 0 to 1)
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// and the Saturation to the radius
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COLOR = vec4(hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0)), 1);
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}
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uid://d3a6phlfxob2t
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34
Shaders/GodotRetro/Object Shaders/Debug/helloworld2.gdshader
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Shaders/GodotRetro/Object Shaders/Debug/helloworld2.gdshader
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//SHADER GRABED FROM THE BOOK OF SHADERS
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//PORTED AND MODIFYED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//SHADERTOY LINK : https://thebookofshaders.com/edit.php#06/hsb-colorwheel.frag
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shader_type spatial;
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render_mode cull_disabled, specular_disabled, diffuse_lambert, unshaded;
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const float TWO_PI = 6.28318530718;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void fragment(){
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vec2 st = UV;
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vec3 color = vec3(0.0);
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// Use polar coordinates instead of cartesian
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vec2 toCenter = vec2(0.5)-st;
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float angle = atan(toCenter.y,toCenter.x);
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float radius = length(toCenter)*2.0;
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// Map the angle (-PI to PI) to the Hue (from 0 to 1)
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// and the Saturation to the radius
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color = hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0));
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ALBEDO = color;
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}
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uid://c1jm0ircxs1gf
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//SHADER ORIGINALY CREADED BY "marmitoTH" FROM GITHUB
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//
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//GITHUB LINK : https://github.com/marmitoTH/godot-psx-shaders
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shader_type spatial;
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render_mode skip_vertex_transform, diffuse_lambert_wrap, specular_disabled, cull_disabled, depth_draw_opaque;
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uniform vec4 color : source_color;
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uniform sampler2D albedoTex : filter_nearest, repeat_enable;
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uniform float specular_intensity : hint_range(0, 1);
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uniform float resolution = 256;
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uniform float cull_distance = 5;
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uniform float affine_texture_mapping_amount : hint_range(0,2);
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uniform vec2 uv_scale = vec2(1.0, 1.0);
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uniform vec2 uv_offset = vec2(.0, .0);
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varying vec4 vertex_coordinates;
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void vertex() {
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UV = UV * uv_scale + uv_offset;
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float vertex_distance = length((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)));
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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float vPos_w = (PROJECTION_MATRIX * vec4(VERTEX, 1.0)).w;
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VERTEX.xy = vPos_w * floor(resolution * VERTEX.xy / vPos_w) / resolution;
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vertex_coordinates = vec4(UV * VERTEX.z, VERTEX.z, .0);
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if (vertex_distance > cull_distance)
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VERTEX = vec3(.0);
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}
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void fragment() {
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vec4 tex = texture(albedoTex, mix(vertex_coordinates.xy /vertex_coordinates.z, UV.xy, affine_texture_mapping_amount));
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ALBEDO = tex.rgb * color.rgb;
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SPECULAR = specular_intensity;
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}
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uid://c1smrkliedgrn
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//SHADER ORIGINALY CREADED BY "marmitoTH" FROM GITHUB
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//
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//GITHUB LINK : https://github.com/marmitoTH/godot-psx-shaders
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shader_type spatial;
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render_mode skip_vertex_transform, diffuse_lambert_wrap, specular_disabled, cull_disabled, unshaded, depth_draw_opaque;
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uniform vec4 color : source_color;
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uniform sampler2D albedoTex : filter_nearest;
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uniform float specular_intensity : hint_range(0, 1);
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uniform float resolution = 256;
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uniform float cull_distance = 5;
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uniform float affine_texture_mapping_amount : hint_range(0,2);
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uniform vec2 uv_scale = vec2(1.0, 1.0);
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uniform vec2 uv_offset = vec2(.0, .0);
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varying vec4 vertex_coordinates;
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void vertex() {
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UV = UV * uv_scale + uv_offset;
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float vertex_distance = length((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)));
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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float vPos_w = (PROJECTION_MATRIX * vec4(VERTEX, 1.0)).w;
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VERTEX.xy = vPos_w * floor(resolution * VERTEX.xy / vPos_w) / resolution;
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vertex_coordinates = vec4(UV * VERTEX.z, VERTEX.z, .0);
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if (vertex_distance > cull_distance)
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VERTEX = vec3(.0);
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}
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void fragment() {
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vec4 tex = texture(albedoTex, mix(vertex_coordinates.xy /vertex_coordinates.z, UV.xy, affine_texture_mapping_amount));
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ALBEDO = tex.rgb * color.rgb;
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ALPHA = tex.a * color.a;
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SPECULAR = specular_intensity;
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}
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uid://ftf15wwqpgg
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