dora/scenes/Goal.tscn

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[gd_scene load_steps=10 format=2]
[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
[ext_resource path="res://scenes/Goal.gd" type="Script" id=2]
[sub_resource type="BoxShape" id=1]
extents = Vector3( 0.584547, 2.22627, 0.659734 )
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
uniform float PI = 3.1415;
// BILLBOARD_FIXED_Y
// from: https://github.com/godotengine/godot/blob/master/scene/resources/material.cpp#L552
void vertex() {
MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);
MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));
}
float shine_ray(vec2 center_coords, float time, float offset, float speed) {
// atan() is in [-pi, pi[
float angle = atan(center_coords.x, center_coords.y);
bool on_ray = abs(angle - offset) < 0.1;
if (!on_ray) {
return 0.0;
}
float max_dist = 0.5; // maximum orthogonal distance from center in a [0,1] rectangle
float center_dist = sqrt(pow(center_coords.x, 2) + pow(center_coords.y, 2)) / max_dist;
float intensity = 1.0 + (sin(time * 3.0) / 3.0);
return clamp((1.0 - center_dist) * intensity, 0.0, 1.0);
}
void fragment() {
ALBEDO = vec3(1.0, 1.0, 0);
vec2 center_coords = vec2(UV.x - 0.5, UV.y - 0.5);
ALPHA = clamp(
shine_ray(center_coords, TIME, 0.5 * PI, 0.3) +
shine_ray(center_coords, TIME, (-1.0 + 0.5) * PI, 0.3) +
shine_ray(center_coords, TIME, 0.3 * PI, 0.5) +
shine_ray(center_coords, TIME, (-1.0 + 0.3) * PI, 0.4) +
shine_ray(center_coords, TIME, 0.8 * PI, 0.5) +
shine_ray(center_coords, TIME, (-1.0 + 0.8) * PI, 0.4),
0.0, 1.0);
}
"
_sections_unfolded = [ "Resource" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
shader = SubResource( 2 )
shader_param/PI = null
[sub_resource type="Gradient" id=4]
offsets = PoolRealArray( 0, 1 )
colors = PoolColorArray( 0, 0, 0, 1, 1, 1, 1, 1 )
[sub_resource type="GradientTexture" id=5]
flags = 4
gradient = SubResource( 4 )
width = 2
_sections_unfolded = [ "Resource" ]
[sub_resource type="ParticlesMaterial" id=9]
render_priority = 0
trail_divisor = 1
emission_shape = 0
flag_align_y = false
flag_rotate_y = false
flag_disable_z = false
spread = 45.0
flatness = 0.0
gravity = Vector3( 0, -9.8, 0 )
initial_velocity = 5.0
initial_velocity_random = 0.0
angular_velocity = 3.39
angular_velocity_random = 0.0
linear_accel = 0.0
linear_accel_random = 0.0
radial_accel = 0.0
radial_accel_random = 0.0
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 0.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
color = Color( 1, 1, 1, 1 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Angle", "Gravity", "Initial Velocity", "Resource", "Scale" ]
[sub_resource type="CubeMesh" id=8]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 0.5, 0.5, 0.5 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="Scene Root" index="0" instance=ExtResource( 1 )]
script = ExtResource( 2 )
[node name="Pole" parent="." index="0"]
editor/display_folded = true
[node name="Flag" parent="Pole" index="0"]
transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 4.02201, 0.453122, 0 )
_sections_unfolded = [ "Transform" ]
[node name="Flag.001" parent="Pole" index="1"]
transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 5.99137, 0.443566, -0.191931 )
_sections_unfolded = [ "Transform" ]
[node name="Lamp" parent="." index="1"]
visible = false
[node name="Camera" parent="." index="2"]
editor/display_folded = true
visible = false
[node name="Area" type="Area" parent="." index="3"]
input_ray_pickable = false
input_capture_on_drag = false
space_override = 0
gravity_point = false
gravity_distance_scale = 0.0
gravity_vec = Vector3( 0, -1, 0 )
gravity = 9.8
linear_damp = 0.1
angular_damp = 1.0
priority = 0.0
monitoring = true
monitorable = true
collision_layer = 1
collision_mask = 1
audio_bus_override = false
audio_bus_name = "Master"
reverb_bus_enable = false
reverb_bus_name = "Master"
reverb_bus_amount = 0.0
reverb_bus_uniformity = 0.0
[node name="CollisionShape" type="CollisionShape" parent="Area" index="0"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2251, 0 )
shape = SubResource( 1 )
disabled = false
[node name="ShineRays" type="Sprite3D" parent="." index="4"]
transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 )
layers = 1
material_override = SubResource( 3 )
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
centered = true
offset = Vector2( 0, 0 )
flip_h = false
flip_v = false
modulate = Color( 1, 1, 1, 1 )
opacity = 1.0
pixel_size = 0.01
axis = 2
transparent = true
shaded = false
double_sided = true
alpha_cut = 0
texture = SubResource( 5 )
vframes = 1
hframes = 1
frame = 0
region_enabled = false
region_rect = Rect2( 0, 0, 0, 0 )
_sections_unfolded = [ "Animation", "Flags", "Geometry", "LOD", "Pause", "Region", "Transform", "Visibility" ]
__meta__ = {
"_edit_lock_": true
}
[node name="Particles" type="Particles" parent="." index="5"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.26872, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
emitting = false
amount = 8
lifetime = 1.0
one_shot = false
preprocess = 0.0
speed_scale = 1.0
explosiveness = 0.5
randomness = 0.0
fixed_fps = 0
fract_delta = true
visibility_aabb = AABB( -4, -4, -4.30868, 8, 8, 8.61736 )
local_coords = true
draw_order = 0
process_material = SubResource( 9 )
draw_passes = 1
draw_pass_1 = SubResource( 8 )
_sections_unfolded = [ "Draw Passes", "Drawing", "Pause", "Process Material", "Time" ]