Change HUD implementation and add a hue shader

This commit is contained in:
2024-03-29 18:17:31 -07:00
parent daf6e69f60
commit dea516d542

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@ -1,8 +1,7 @@
[gd_scene load_steps=7 format=3 uid="uid://4dsm0l7s6vki"]
[gd_scene load_steps=8 format=3 uid="uid://4dsm0l7s6vki"]
[ext_resource type="Texture2D" uid="uid://gfxfxkfu8uk4" path="res://textures/character/character.svg" id="1_f7cgp"]
[ext_resource type="Script" path="res://data/character/character.gd" id="1_qlitf"]
[ext_resource type="PackedScene" uid="uid://vaapoj5q16ko" path="res://data/character/hud.tscn" id="4_vgn11"]
[sub_resource type="CircleShape2D" id="CircleShape2D_653al"]
radius = 36.0
@ -28,6 +27,57 @@ _data = {
"hit": SubResource("Animation_gkjmi")
}
[sub_resource type="Shader" id="Shader_vjhd6"]
code = "shader_type canvas_item;
// Hue shift shader
//uniform float Shift_Hue;
void fragment() {
//float Shift_Hue = TIME/10.0;
float Shift_Hue = 0.0;
// Input:3
vec3 input_color;
vec4 texture_color = texture(TEXTURE, UV);
input_color = texture_color.rgb;
// VectorFunc:2
vec3 color_hsv;
{
vec3 c = input_color;
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
color_hsv=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
color_hsv.x = mod((color_hsv.x + Shift_Hue), 1.0f);
// VectorFunc:5
vec3 color_rgb;
{
vec3 c = color_hsv;
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
color_rgb=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// Output:0
texture_color = vec4(color_rgb.rgb,texture_color.a);
COLOR.rgba = texture_color;
}
//void light() {
// Called for every pixel for every light affecting the CanvasItem.
//}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_qi76t"]
shader = SubResource("Shader_vjhd6")
[node name="character" type="CharacterBody2D"]
collision_layer = 3
script = ExtResource("1_qlitf")
@ -50,10 +100,9 @@ target_position = Vector2(0, -100)
collision_mask = 2
[node name="body" type="Sprite2D" parent="body_pivot"]
material = SubResource("ShaderMaterial_qi76t")
scale = Vector2(0.2, 0.2)
texture = ExtResource("1_f7cgp")
[node name="tool" type="Sprite2D" parent="body_pivot/body"]
z_index = -1
[node name="hud" parent="." instance=ExtResource("4_vgn11")]