Extensive work on VFX for the guild, assets for the world, and portrait variance. Work on quests. Extra work on User Flow completion and file saving.
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28
shaders/starfield.tres
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28
shaders/starfield.tres
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[gd_resource type="Shader" format=3 uid="uid://dvdm8x66gwu2v"]
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[resource]
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code = "shader_type canvas_item;
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uniform vec2 stars_speed = vec2(0.0);
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uniform float stars_density: hint_range(0.0, 1.0, 0.001) = 0.01;
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varying vec4 modulate;
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varying vec2 position;
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// https://thebookofshaders.com/10/
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float random(vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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// Called for every vertex the material is visible on.
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void vertex() {
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modulate = COLOR;
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position = VERTEX;
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}
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// Called for every pixel the material is visible on.
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void fragment() {
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vec2 uv = (position + TIME * stars_speed) * TEXTURE_PIXEL_SIZE;
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uv = fract(uv) * step(random(floor(uv)), stars_density);
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COLOR = texture(TEXTURE, uv) * modulate;
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}"
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