game: add bullet and impacts

This commit is contained in:
2025-08-15 04:08:08 +02:00
parent 4ccc962e34
commit 3d54d70e44
19 changed files with 411 additions and 10 deletions

View File

@@ -0,0 +1,105 @@
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[ext_resource type="Texture2D" uid="uid://exuvqvppvyre" path="res://assets/textures/cloud_noise.png" id="1_exml1"]
[ext_resource type="Texture2D" uid="uid://b7n43gk3vc0cm" path="res://assets/textures/circle_mask.png" id="2_3sobh"]
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_mjuxj"]
output_port_for_preview = 0
expanded_output_ports = [0]
texture = ExtResource("1_exml1")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_xamyu"]
expanded_output_ports = [0]
texture = ExtResource("2_3sobh")
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_qilve"]
expanded_output_ports = [0]
input_name = "color"
[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_bocjt"]
default_input_values = [1, 0.0, 2, 1.0, 3, 0.0, 4, 8.0]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_t3qas"]
operator = 2
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expanded_output_ports = [0]
input_name = "color"
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_74lg2"]
operator = 2
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D tex_frg_2;
uniform sampler2D tex_frg_3;
void fragment() {
// Input:4
vec4 n_out4p0 = COLOR;
float n_out4p1 = n_out4p0.r;
float n_out5p0;
// Remap:5
float n_in5p1 = 0.00000;
float n_in5p2 = 1.00000;
float n_in5p3 = 0.00000;
float n_in5p4 = 8.00000;
{
float __input_range = n_in5p2 - n_in5p1;
float __output_range = n_in5p4 - n_in5p3;
n_out5p0 = n_in5p3 + __output_range * ((n_out4p1 - n_in5p1) / __input_range);
}
// Texture2D:2
vec4 n_out2p0 = textureLod(tex_frg_2, UV, n_out5p0);
float n_out2p1 = n_out2p0.r;
// Texture2D:3
vec4 n_out3p0 = texture(tex_frg_3, UV);
float n_out3p1 = n_out3p0.r;
// FloatOp:6
float n_out6p0 = n_out2p1 * n_out3p1;
// Input:7
vec4 n_out7p0 = COLOR;
float n_out7p4 = n_out7p0.a;
// FloatOp:8
float n_out8p0 = n_out6p0 * n_out7p4;
// Output:0
ALPHA = n_out8p0;
}
"
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nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_xamyu")
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nodes/fragment/7/node = SubResource("VisualShaderNodeInput_586rk")
nodes/fragment/7/position = Vector2(-420, 1240)
nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_74lg2")
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