Add weather presentation and gameplay UI improvements
This commit is contained in:
parent
db6074ddfa
commit
51fa6535b6
28 changed files with 1067 additions and 61 deletions
37
world/environment/local_storm_cloud.gdshader
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37
world/environment/local_storm_cloud.gdshader
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@ -0,0 +1,37 @@
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shader_type spatial;
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render_mode blend_mix, depth_prepass_alpha, cull_disabled, unshaded, fog_disabled, shadows_disabled;
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uniform vec4 cloud_color : source_color = vec4(0.07, 0.10, 0.12, 1.0);
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uniform float weather_opacity : hint_range(0.0, 1.0, 0.01) = 0.0;
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uniform float maximum_opacity : hint_range(0.0, 1.0, 0.01) = 0.5;
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uniform float distance_fade_start : hint_range(50.0, 500.0, 1.0) = 240.0;
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uniform float distance_fade_end : hint_range(50.0, 500.0, 1.0) = 300.0;
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varying float world_normal_height;
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varying float camera_distance;
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void vertex() {
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world_normal_height = normalize(MODEL_NORMAL_MATRIX * NORMAL).y;
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vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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camera_distance = distance(
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world_position.xz,
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CAMERA_POSITION_WORLD.xz
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);
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}
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void fragment() {
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float facet_light = mix(
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0.68,
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1.06,
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clamp(world_normal_height * 0.5 + 0.5, 0.0, 1.0)
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);
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ALBEDO = cloud_color.rgb * facet_light;
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float distance_fade = 1.0 - smoothstep(
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distance_fade_start,
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distance_fade_end,
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camera_distance
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);
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ALPHA = weather_opacity * maximum_opacity * distance_fade * cloud_color.a;
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}
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1
world/environment/local_storm_cloud.gdshader.uid
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1
world/environment/local_storm_cloud.gdshader.uid
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@ -0,0 +1 @@
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uid://c20wlon7hc48g
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228
world/environment/local_storm_cloud_layer.gd
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228
world/environment/local_storm_cloud_layer.gd
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@ -0,0 +1,228 @@
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class_name LocalStormCloudLayer
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extends Node3D
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const CLOUD_SHADER: Shader = preload(
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"res://world/environment/local_storm_cloud.gdshader"
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)
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const MIN_CLOUD_ALTITUDE: float = 15.0
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const MAX_CLOUD_ALTITUDE: float = 23.0
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const GRID_AXIS_COUNT: int = 9
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const GRID_SPACING: float = 70.0
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const FIELD_HALF_EXTENT: float = GRID_AXIS_COUNT * GRID_SPACING * 0.5
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const DISTANCE_FADE_START: float = 240.0
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const DISTANCE_FADE_END: float = 300.0
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const WRAP_RADIUS: float = FIELD_HALF_EXTENT
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const MAXIMUM_OPACITY: float = 1.0
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const BASE_VELOCITY := Vector2(0.825, -0.45)
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const BODY_OUTLINE: Array[Vector2] = [
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Vector2(-6.9, -0.8),
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Vector2(-6.6, -2.0),
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Vector2(-5.7, -3.0),
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Vector2(-4.5, -3.5),
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Vector2(-3.0, -3.7),
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Vector2(-1.8, -4.2),
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Vector2(-0.5, -4.3),
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Vector2(0.7, -4.0),
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Vector2(2.0, -4.1),
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Vector2(3.0, -3.5),
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Vector2(4.6, -3.3),
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Vector2(5.8, -2.5),
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Vector2(6.6, -1.5),
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Vector2(7.0, -0.2),
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Vector2(6.8, 1.0),
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Vector2(6.1, 1.9),
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Vector2(6.0, 2.9),
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Vector2(5.1, 3.7),
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Vector2(3.8, 4.0),
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Vector2(2.7, 4.7),
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Vector2(1.4, 4.9),
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Vector2(0.2, 5.3),
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Vector2(-1.2, 5.0),
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Vector2(-2.1, 4.4),
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Vector2(-3.6, 4.2),
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Vector2(-4.9, 3.5),
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Vector2(-5.4, 2.5),
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Vector2(-6.3, 1.7),
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Vector2(-6.8, 0.6),
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]
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var _target: Node3D
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var _material: ShaderMaterial
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var _multimesh: MultiMesh
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var _cloud_mesh: MultiMeshInstance3D
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var _drift_offset := Vector2.ZERO
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var _storm_amount: float = 0.0
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func setup(target: Node3D) -> void:
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_target = target
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_build_cloud_field()
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_update_cloud_transforms()
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set_process(true)
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func set_storm_amount(amount: float, color: Color) -> void:
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_storm_amount = clampf(amount, 0.0, 1.0)
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var should_be_visible: bool = _storm_amount > 0.001
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if should_be_visible and not visible:
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_update_cloud_transforms()
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visible = should_be_visible
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if _material == null:
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return
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_material.set_shader_parameter("weather_opacity", _storm_amount)
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_material.set_shader_parameter("cloud_color", color)
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func get_storm_amount() -> float:
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return _storm_amount
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func get_patch_count() -> int:
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return GRID_AXIS_COUNT * GRID_AXIS_COUNT
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func _process(delta: float) -> void:
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if not visible or _target == null or not is_instance_valid(_target):
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return
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_drift_offset += BASE_VELOCITY * delta
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_drift_offset = Vector2(
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_wrap_axis(_drift_offset.x),
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_wrap_axis(_drift_offset.y),
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)
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_update_cloud_transforms()
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func _build_cloud_field() -> void:
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_material = ShaderMaterial.new()
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_material.shader = CLOUD_SHADER
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_material.set_shader_parameter("weather_opacity", 0.0)
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_material.set_shader_parameter("maximum_opacity", MAXIMUM_OPACITY)
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_material.set_shader_parameter("distance_fade_start", DISTANCE_FADE_START)
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_material.set_shader_parameter("distance_fade_end", DISTANCE_FADE_END)
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var cloud_body_mesh: ArrayMesh = _build_cloud_body_mesh()
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cloud_body_mesh.surface_set_material(0, _material)
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_multimesh = MultiMesh.new()
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_multimesh.transform_format = MultiMesh.TRANSFORM_3D
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_multimesh.mesh = cloud_body_mesh
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_multimesh.instance_count = get_patch_count()
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_multimesh.custom_aabb = AABB(
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Vector3(
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-FIELD_HALF_EXTENT - 60.0,
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MIN_CLOUD_ALTITUDE - 5.0,
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-FIELD_HALF_EXTENT - 60.0,
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),
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Vector3(
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(FIELD_HALF_EXTENT + 60.0) * 2.0,
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MAX_CLOUD_ALTITUDE - MIN_CLOUD_ALTITUDE + 10.0,
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(FIELD_HALF_EXTENT + 60.0) * 2.0,
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),
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)
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_cloud_mesh = MultiMeshInstance3D.new()
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_cloud_mesh.name = "CloudField"
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_cloud_mesh.multimesh = _multimesh
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_cloud_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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add_child(_cloud_mesh)
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visible = false
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func _build_cloud_body_mesh() -> ArrayMesh:
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var outline := PackedVector2Array(BODY_OUTLINE)
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var surface_tool := SurfaceTool.new()
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surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
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var face_indices: PackedInt32Array = Geometry2D.triangulate_polygon(
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outline
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)
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for triangle_offset: int in range(0, face_indices.size(), 3):
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var point_a: Vector2 = outline[face_indices[triangle_offset]]
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var point_b: Vector2 = outline[face_indices[triangle_offset + 1]]
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var point_c: Vector2 = outline[face_indices[triangle_offset + 2]]
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_add_oriented_triangle(
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surface_tool,
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_to_cloud_vertex(point_a),
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_to_cloud_vertex(point_b),
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_to_cloud_vertex(point_c),
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Vector3.DOWN,
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)
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surface_tool.index()
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return surface_tool.commit()
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func _to_cloud_vertex(point: Vector2) -> Vector3:
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return Vector3(point.x, 0.0, point.y)
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func _add_oriented_triangle(
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surface_tool: SurfaceTool,
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point_a: Vector3,
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point_b: Vector3,
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point_c: Vector3,
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expected_normal: Vector3,
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) -> void:
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if (point_b - point_a).cross(point_c - point_a).dot(expected_normal) < 0.0:
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var swap: Vector3 = point_b
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point_b = point_c
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point_c = swap
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for point: Vector3 in [point_a, point_b, point_c]:
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surface_tool.set_normal(expected_normal)
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surface_tool.add_vertex(point)
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func _update_cloud_transforms() -> void:
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if _target == null or _multimesh == null:
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return
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global_position = _target.global_position
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var target_xz := Vector2(
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_target.global_position.x,
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_target.global_position.z,
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)
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var grid_center: float = float(GRID_AXIS_COUNT - 1) * 0.5
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var instance_index: int = 0
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for grid_z: int in GRID_AXIS_COUNT:
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for grid_x: int in GRID_AXIS_COUNT:
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var patch_index: int = grid_z * GRID_AXIS_COUNT + grid_x
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var world_offset := Vector2(
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(float(grid_x) - grid_center) * GRID_SPACING,
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(float(grid_z) - grid_center) * GRID_SPACING,
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) + _drift_offset
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var relative := Vector2(
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_wrap_axis(world_offset.x - target_xz.x),
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_wrap_axis(world_offset.y - target_xz.y),
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)
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var altitude: float = lerpf(
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MIN_CLOUD_ALTITUDE,
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MAX_CLOUD_ALTITUDE,
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float(patch_index % 4) / 3.0,
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)
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var patch_scale: float = 2.20 + float(
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(patch_index * 7) % 10
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) * 0.10
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var width_variation: float = 0.90 + float(
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(patch_index * 5) % 7
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) * 0.04
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var depth_variation: float = 0.90 + float(
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(patch_index * 3 + 2) % 7
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) * 0.04
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var patch_basis := Basis(
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Vector3.UP,
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deg_to_rad(float(patch_index * 17 % 41) - 20.0),
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).scaled(Vector3(
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patch_scale * 2.35 * width_variation,
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patch_scale * 0.34,
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patch_scale * 2.65 * depth_variation,
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))
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_multimesh.set_instance_transform(
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instance_index,
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Transform3D(
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patch_basis,
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Vector3(relative.x, altitude, relative.y),
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),
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)
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instance_index += 1
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func _wrap_axis(value: float) -> float:
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return fposmod(value + FIELD_HALF_EXTENT, FIELD_HALF_EXTENT * 2.0) \
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- FIELD_HALF_EXTENT
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1
world/environment/local_storm_cloud_layer.gd.uid
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1
world/environment/local_storm_cloud_layer.gd.uid
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uid://krinusur24lh
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@ -10,7 +10,7 @@ ambient_light_source = 2
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ambient_light_color = Color(0.82, 0.9, 0.92, 1)
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ambient_light_energy = 1.08
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reflected_light_source = 2
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fog_enabled = true
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fog_enabled = false
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fog_mode = 1
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fog_light_color = Color(0.54902, 0.74902, 0.764706, 1)
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fog_light_energy = 0.82
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@ -1,5 +1,7 @@
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shader_type sky;
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#include "res://world/environment/netfishing_sky_clouds.gdshaderinc"
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uniform vec4 sky_top_color : source_color = vec4(0.204, 0.498, 0.643, 1.0);
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uniform vec4 sky_horizon_color : source_color = vec4(0.663, 0.843, 0.847, 1.0);
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uniform vec4 ground_bottom_color : source_color = vec4(0.157, 0.361, 0.439, 1.0);
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@ -83,6 +85,7 @@ void sky() {
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base_color = mix(
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base_color, moon_color.rgb, moon_disc * moon_visible_strength
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);
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base_color = apply_weather_clouds(base_color, view_direction);
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COLOR = base_color;
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}
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70
world/environment/netfishing_sky_clouds.gdshaderinc
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70
world/environment/netfishing_sky_clouds.gdshaderinc
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uniform float cloud_coverage : hint_range(0.0, 1.0, 0.01) = 0.0;
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uniform float cloud_opacity : hint_range(0.0, 1.0, 0.01) = 0.0;
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uniform vec4 cloud_light_color : source_color = vec4(0.70, 0.76, 0.77, 1.0);
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uniform vec4 cloud_shadow_color : source_color = vec4(0.31, 0.38, 0.40, 1.0);
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uniform vec2 cloud_wind = vec2(0.010, -0.006);
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uniform float cloud_scale : hint_range(0.1, 3.0, 0.05) = 0.72;
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float cloud_hash(vec2 point) {
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return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453);
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}
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float cloud_value_noise(vec2 point) {
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vec2 cell = floor(point);
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vec2 local = fract(point);
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vec2 blend = local * local * (3.0 - 2.0 * local);
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float bottom = mix(
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cloud_hash(cell),
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cloud_hash(cell + vec2(1.0, 0.0)),
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blend.x
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);
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float top = mix(
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cloud_hash(cell + vec2(0.0, 1.0)),
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cloud_hash(cell + vec2(1.0, 1.0)),
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blend.x
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);
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return mix(bottom, top, blend.y);
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}
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float cloud_shape(vec2 point) {
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vec2 broad_point = floor(point * 5.0) / 5.0;
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vec2 detail_point = floor(point * 13.0) / 13.0;
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float broad = cloud_value_noise(broad_point * 0.62);
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float detail = cloud_value_noise(detail_point * 1.55 + vec2(17.3, 9.1));
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float combined = broad * 0.72 + detail * 0.28;
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return floor(combined * 7.0 + 0.5) / 7.0;
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}
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vec3 apply_weather_clouds(vec3 base_color, vec3 view_direction) {
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if (cloud_opacity <= 0.001 || view_direction.y <= 0.0) {
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return base_color;
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}
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float safe_height = max(view_direction.y, 0.08);
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vec2 cloud_plane = view_direction.xz / safe_height;
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vec2 cloud_point = (
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cloud_plane + cloud_wind * TIME
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) * cloud_scale;
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float shape = cloud_shape(cloud_point);
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float threshold = mix(0.82, 0.27, cloud_coverage);
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float mask = smoothstep(threshold - 0.08, threshold + 0.08, shape);
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mask = floor(mask * 4.0 + 0.5) / 4.0;
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mask *= smoothstep(0.025, 0.14, view_direction.y);
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mask *= cloud_opacity;
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float body_depth = smoothstep(threshold, 1.0, shape);
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float underside = clamp(
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(1.0 - smoothstep(0.08, 0.72, view_direction.y)) * 0.35
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+ body_depth * 0.65,
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0.0,
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1.0
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);
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vec3 cloud_color = mix(
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cloud_light_color.rgb,
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cloud_shadow_color.rgb,
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underside
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);
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return mix(base_color, cloud_color, mask);
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}
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1
world/environment/netfishing_sky_clouds.gdshaderinc.uid
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1
world/environment/netfishing_sky_clouds.gdshaderinc.uid
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@ -0,0 +1 @@
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uid://cuqo54hgbjcrf
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