[gd_scene load_steps=19 format=2]

[ext_resource path="res://src/Piece.gd" type="Script" id=1]
[ext_resource path="res://assets/hokusai.jpg" type="Texture" id=2]

[sub_resource type="VisualShaderNodeExpression" id=1]
output_port_for_preview = 0
size = Vector2( 657, 584 )
expression = "// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
vec2 rel_p = input.xy - vec2(0.5, 0.5);
float box_size = 0.4;
vec2 box = vec2(box_size, box_size);
vec2 d = abs(rel_p) - box; // mirroring
float dist = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
alpha_mask = dist < (0.5 - box_size);

float thickness = 0.05;
vec2 box_thick = vec2(box_size, box_size - thickness);
vec2 d_thick = abs(rel_p) - box_thick;
float dist_thick = length(max(d_thick, 0.0)) + min(max(d_thick.x, d_thick.y), 0.0);
is_thickness = rel_p.y > 0.0 && dist_thick > (0.5 - box_size);"

[sub_resource type="VisualShaderNodeColorConstant" id=2]
constant = Color( 0.734375, 0.347832, 0.0657608, 1 )

[sub_resource type="VisualShaderNodeSwitch" id=3]
output_port_for_preview = 0

[sub_resource type="VisualShaderNodeExpression" id=4]
output_port_for_preview = 0
size = Vector2( 545, 407 )
expression = "float speed = 2.0;
float delta = mod(t * speed, 3) - 1.0;
float slope = 1.5;
float thickness = 0.05;
if (abs(input0.x - ((1.0 - input0.y + delta) / slope)) < thickness) {
	output0 = vec3(0.5);
}"

[sub_resource type="VisualShaderNodeColorOp" id=5]

[sub_resource type="VisualShaderNodeInput" id=6]
input_name = "time"

[sub_resource type="VisualShaderNodeSwitch" id=7]

[sub_resource type="VisualShaderNodeBooleanUniform" id=8]
uniform_name = "reflection"

[sub_resource type="VisualShaderNodeTexture" id=9]
output_port_for_preview = 0
texture = ExtResource( 2 )

[sub_resource type="VisualShaderNodeInput" id=10]
output_port_for_preview = 0
input_name = "uv"

[sub_resource type="VisualShaderNodeVectorOp" id=11]
output_port_for_preview = 0
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.25, 0.25, 1 ) ]
operator = 2

[sub_resource type="VisualShaderNodeVectorOp" id=12]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.8, 0.1, 0 ) ]

[sub_resource type="VisualShaderNodeVec3Uniform" id=13]
uniform_name = "scale"

[sub_resource type="VisualShaderNodeVec3Uniform" id=14]
uniform_name = "offset"

[sub_resource type="VisualShader" id=15]
code = "shader_type canvas_item;
uniform bool reflection;
uniform vec3 scale;
uniform vec3 offset;
uniform sampler2D tex_frg_3;



void vertex() {
// Output:0

}

void fragment() {
// Input:4
	vec3 n_out4p0 = vec3(UV, 0.0);

// Expression:13
	bool n_out13p0;
	bool n_out13p1;
	n_out13p0 = false;
	n_out13p1 = false;
	{
		// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
		vec2 rel_p = n_out4p0.xy - vec2(0.5, 0.5);
		float box_size = 0.4;
		vec2 box = vec2(box_size, box_size);
		vec2 d = abs(rel_p) - box; // mirroring
		float dist = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
		n_out13p0 = dist < (0.5 - box_size);
		
		float thickness = 0.05;
		vec2 box_thick = vec2(box_size, box_size - thickness);
		vec2 d_thick = abs(rel_p) - box_thick;
		float dist_thick = length(max(d_thick, 0.0)) + min(max(d_thick.x, d_thick.y), 0.0);
		n_out13p1 = rel_p.y > 0.0 && dist_thick > (0.5 - box_size);
	}

// Color:15
	vec3 n_out15p0 = vec3(0.734375, 0.347832, 0.065761);
	float n_out15p1 = 1.000000;

// BooleanUniform:24
	bool n_out24p0 = reflection;

// VectorUniform:7
	vec3 n_out7p0 = scale;

// VectorOp:5
	vec3 n_out5p0 = n_out4p0 * n_out7p0;

// VectorUniform:8
	vec3 n_out8p0 = offset;

// VectorOp:6
	vec3 n_out6p0 = n_out5p0 + n_out8p0;

// Texture:3
	vec4 tex_frg_3_read = texture(tex_frg_3, n_out6p0.xy);
	vec3 n_out3p0 = tex_frg_3_read.rgb;
	float n_out3p1 = tex_frg_3_read.a;

// Input:22
	float n_out22p0 = TIME;

// Expression:19
	vec3 n_out19p0;
	n_out19p0 = vec3(0.0, 0.0, 0.0);
	{
		float speed = 2.0;
		float delta = mod(n_out22p0 * speed, 3) - 1.0;
		float slope = 1.5;
		float thickness = 0.05;
		if (abs(n_out6p0.x - ((1.0 - n_out6p0.y + delta) / slope)) < thickness) {
			n_out19p0 = vec3(0.5);
		}
	}

// ColorOp:21
	vec3 n_out21p0 = vec3(1.0) - (vec3(1.0) - n_out3p0) * (vec3(1.0) - n_out19p0);

// VectorSwitch:23
	vec3 n_out23p0;
	if(n_out24p0)
	{
		n_out23p0 = n_out21p0;
	}
	else
	{
		n_out23p0 = n_out3p0;
	}

// VectorSwitch:17
	vec3 n_out17p0;
	if(n_out13p1)
	{
		n_out17p0 = n_out15p0;
	}
	else
	{
		n_out17p0 = n_out23p0;
	}

// Output:0
	COLOR.rgb = n_out17p0;
	COLOR.a = n_out13p0 ? 1.0 : 0.0;

}

void light() {
// Output:0

}
"
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2( 1480, 300 )
nodes/fragment/3/node = SubResource( 9 )
nodes/fragment/3/position = Vector2( 740, 20 )
nodes/fragment/4/node = SubResource( 10 )
nodes/fragment/4/position = Vector2( 0, 260 )
nodes/fragment/5/node = SubResource( 11 )
nodes/fragment/5/position = Vector2( 280, -20 )
nodes/fragment/6/node = SubResource( 12 )
nodes/fragment/6/position = Vector2( 540, 140 )
nodes/fragment/7/node = SubResource( 13 )
nodes/fragment/7/position = Vector2( -20, 60 )
nodes/fragment/8/node = SubResource( 14 )
nodes/fragment/8/position = Vector2( 300, 240 )
nodes/fragment/13/node = SubResource( 1 )
nodes/fragment/13/position = Vector2( 340, 400 )
nodes/fragment/13/size = Vector2( 657, 584 )
nodes/fragment/13/input_ports = "0,1,input;"
nodes/fragment/13/output_ports = "0,2,alpha_mask;1,2,is_thickness;"
nodes/fragment/13/expression = "// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
vec2 rel_p = input.xy - vec2(0.5, 0.5);
float box_size = 0.4;
vec2 box = vec2(box_size, box_size);
vec2 d = abs(rel_p) - box; // mirroring
float dist = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
alpha_mask = dist < (0.5 - box_size);

float thickness = 0.05;
vec2 box_thick = vec2(box_size, box_size - thickness);
vec2 d_thick = abs(rel_p) - box_thick;
float dist_thick = length(max(d_thick, 0.0)) + min(max(d_thick.x, d_thick.y), 0.0);
is_thickness = rel_p.y > 0.0 && dist_thick > (0.5 - box_size);"
nodes/fragment/15/node = SubResource( 2 )
nodes/fragment/15/position = Vector2( 1280, 0 )
nodes/fragment/17/node = SubResource( 3 )
nodes/fragment/17/position = Vector2( 1260, 120 )
nodes/fragment/19/node = SubResource( 4 )
nodes/fragment/19/position = Vector2( 420, -500 )
nodes/fragment/19/size = Vector2( 545, 407 )
nodes/fragment/19/input_ports = "0,1,input0;1,0,t;"
nodes/fragment/19/output_ports = "0,1,output0;"
nodes/fragment/19/expression = "float speed = 2.0;
float delta = mod(t * speed, 3) - 1.0;
float slope = 1.5;
float thickness = 0.05;
if (abs(input0.x - ((1.0 - input0.y + delta) / slope)) < thickness) {
	output0 = vec3(0.5);
}"
nodes/fragment/21/node = SubResource( 5 )
nodes/fragment/21/position = Vector2( 1020, -160 )
nodes/fragment/22/node = SubResource( 6 )
nodes/fragment/22/position = Vector2( 160, -300 )
nodes/fragment/23/node = SubResource( 7 )
nodes/fragment/23/position = Vector2( 1000, 60 )
nodes/fragment/24/node = SubResource( 8 )
nodes/fragment/24/position = Vector2( 1000, -20 )
nodes/fragment/connections = PoolIntArray( 5, 0, 6, 0, 6, 0, 3, 0, 13, 0, 0, 1, 4, 0, 5, 0, 4, 0, 13, 0, 13, 1, 17, 0, 15, 0, 17, 1, 17, 0, 0, 0, 8, 0, 6, 1, 7, 0, 5, 1, 3, 0, 21, 0, 19, 0, 21, 1, 22, 0, 19, 1, 6, 0, 19, 0, 24, 0, 23, 0, 3, 0, 23, 2, 21, 0, 23, 1, 23, 0, 17, 2 )

[sub_resource type="ShaderMaterial" id=16]
shader = SubResource( 15 )
shader_param/reflection = false
shader_param/scale = Vector3( 0.25, 0.25, 1 )
shader_param/offset = Vector3( 0, 0, 0 )

[node name="Piece" type="Node2D"]
script = ExtResource( 1 )
size = 64

[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource( 16 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = 64.0
margin_bottom = 64.0
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Label" type="Label" parent="ColorRect"]
visible = false
margin_left = 10.0
margin_top = 10.0
margin_right = 50.0
margin_bottom = 50.0
rect_scale = Vector2( 3, 3 )
rect_clip_content = true
size_flags_vertical = 1
custom_colors/font_color = Color( 0, 0, 0, 1 )
text = "0"
__meta__ = {
"_edit_use_anchors_": false
}
