added Graphics and sound Effects and more overhauls
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c887a2168c
commit
b9d4288900
214 changed files with 3378 additions and 198 deletions
90
scenes/main/galaxy.gdshader
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90
scenes/main/galaxy.gdshader
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shader_type canvas_item;
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render_mode unshaded;
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uniform int iterations = 20;
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uniform float formuparam = 1.00;
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uniform int volsteps = 20;
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uniform float stepsize = 0.1;
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uniform float zoom = 0.800;
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uniform float tile = 0.5;
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uniform float speed = 0.001;
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uniform float brightness = 0.002;
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uniform float darkmatter = 0.100;
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uniform float distfading = 0.650;
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uniform float saturation = 0.750;
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uniform vec2 iResolution = vec2(192, 192);
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uniform vec2 iMouse = vec2(0,0);
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float SCurve (float value) {
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if (value < 0.5)
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{
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return value * value * value * value * value * 16.0;
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}
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value -= 1.0;
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return value * value * value * value * value * 16.0 + 1.0;
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}
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void fragment()
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{
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//get coords and direction
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vec2 uv=FRAGCOORD.xy/iResolution.xy-.5;
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uv.y*=iResolution.y/iResolution.x;
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vec3 dir=vec3(uv*zoom,1.);
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float time=TIME*speed+.25;
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//mouse rotation
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float a1=0.5+iMouse.x/iResolution.x*2.;
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float a2=0.8+iMouse.y/iResolution.y*2.;
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mat2 rot1=mat2(vec2(cos(a1),sin(a1)),vec2(-sin(a1),cos(a1)));
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mat2 rot2=mat2(vec2(cos(a2),sin(a2)),vec2(-sin(a2),cos(a2)));
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dir.xy*=rot1;
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dir.xz*=rot2;
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vec3 from=vec3(1.0,0.5,0.5);
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from-=vec3(0.0,time,0.0);
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from.xz*=rot1;
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from.xy*=rot2;
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//volumetric rendering
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float s=0.1,fade=1.;
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vec3 v=vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p=from+s*dir*0.5;
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p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p=abs(p)/dot(p,p)-formuparam; // the magic formula
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a+=abs(length(p)-pa); // absolute sum of average change
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pa=length(p);
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}
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float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a = pow(a, 2.3); // add contrast
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if (r>6) fade*=1.-dm; // dark matter, don't render near
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//v+=vec3(dm,dm*.5,0.);
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v+=fade;
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v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
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fade*=distfading; // distance fading
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s+=stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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vec4 C = vec4(v*.01,1.);
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C.r = pow(C.r, 0.35);
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C.g = pow(C.g, 0.36);
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C.b = pow(C.b, 0.38);
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vec4 L = C;
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COLOR.r = mix(L.r, SCurve(C.r), 0.7);
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COLOR.g = mix(L.g, SCurve(C.g), 1.0);
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COLOR.b = mix(L.b, SCurve(C.b), 0.2);
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}
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