Add shine shader on flag
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0adef2f250
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@ -5,9 +5,6 @@
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[ext_resource path="res://scenes/Goal.tscn" type="PackedScene" id=3]
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[ext_resource path="res://levels/Level_01_env.tres" type="Environment" id=4]
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[node name="Level_01" type="Node" index="0"]
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[node name="GridMap" type="GridMap" parent="." index="0"]
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@ -7,7 +7,7 @@
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extents = Vector3( 0.584547, 2.22627, 0.659734 )
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[sub_resource type="Shader" id=6]
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[sub_resource type="Shader" id=2]
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code = "shader_type spatial;
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@ -18,14 +18,18 @@ code = "shader_type spatial;
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//}
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void fragment() {
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ALBEDO = vec3(1.0, 0.0, 0.0); // use red for material albedo;
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float max_dist = 0.5; // maximum orthogonal distance from center in a [0,1] rectangle
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// distance from the center, normalized on [0,1]
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float center_dist = sqrt(pow(UV.x - 0.5, 2) + pow(UV.y - 0.5, 2)) / max_dist;
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ALBEDO = vec3(1.0, 1.0, 0);
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ALPHA = max(1.0 - center_dist, 0.0);
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}
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"
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[sub_resource type="ShaderMaterial" id=7]
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[sub_resource type="ShaderMaterial" id=3]
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render_priority = 0
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shader = SubResource( 6 )
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shader = SubResource( 2 )
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[sub_resource type="Gradient" id=4]
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@ -39,7 +43,7 @@ gradient = SubResource( 4 )
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width = 2
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_sections_unfolded = [ "Resource" ]
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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[node name="Scene Root" instance=ExtResource( 1 )]
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script = ExtResource( 2 )
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@ -99,7 +103,7 @@ disabled = false
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transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 )
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layers = 1
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material_override = SubResource( 7 )
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material_override = SubResource( 3 )
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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