change image to hokusai

master
Fabien Freling 2020-05-20 17:48:50 +02:00
parent 9830c5c51d
commit a44ec0a41b
3 changed files with 59 additions and 26 deletions

BIN
assets/hokusai.jpg Normal file

Binary file not shown.

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Width:  |  Height:  |  Size: 311 KiB

34
assets/hokusai.jpg.import Normal file
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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/hokusai.jpg-83f17a2183b2fd26b068c7dcded990a8.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/hokusai.jpg"
dest_files=[ "res://.import/hokusai.jpg-83f17a2183b2fd26b068c7dcded990a8.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,7 +1,7 @@
[gd_scene load_steps=19 format=2]
[ext_resource path="res://src/Piece.gd" type="Script" id=1]
[ext_resource path="res://assets/escher_lizards.jpg" type="Texture" id=2]
[ext_resource path="res://assets/hokusai.jpg" type="Texture" id=2]
[sub_resource type="VisualShaderNodeExpression" id=1]
output_port_for_preview = 0
@ -37,39 +37,39 @@ if (abs(input0.x - ((1.0 - input0.y + delta) / slope)) < thickness) {
output0 = vec3(0.5);
}"
[sub_resource type="VisualShaderNodeColorOp" id=14]
[sub_resource type="VisualShaderNodeColorOp" id=5]
[sub_resource type="VisualShaderNodeInput" id=15]
[sub_resource type="VisualShaderNodeInput" id=6]
input_name = "time"
[sub_resource type="VisualShaderNodeSwitch" id=16]
[sub_resource type="VisualShaderNodeSwitch" id=7]
[sub_resource type="VisualShaderNodeBooleanUniform" id=17]
[sub_resource type="VisualShaderNodeBooleanUniform" id=8]
uniform_name = "reflection"
[sub_resource type="VisualShaderNodeTexture" id=6]
[sub_resource type="VisualShaderNodeTexture" id=9]
output_port_for_preview = 0
texture = ExtResource( 2 )
[sub_resource type="VisualShaderNodeInput" id=7]
[sub_resource type="VisualShaderNodeInput" id=10]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=8]
[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=9]
[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=10]
[sub_resource type="VisualShaderNodeVec3Uniform" id=13]
uniform_name = "scale"
[sub_resource type="VisualShaderNodeVec3Uniform" id=11]
[sub_resource type="VisualShaderNodeVec3Uniform" id=14]
uniform_name = "offset"
[sub_resource type="VisualShader" id=12]
[sub_resource type="VisualShader" id=15]
code = "shader_type canvas_item;
uniform bool reflection;
uniform vec3 scale;
@ -184,21 +184,20 @@ void light() {
}
"
graph_offset = Vector2( 463.214, -151.656 )
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2( 1480, 300 )
nodes/fragment/3/node = SubResource( 6 )
nodes/fragment/3/node = SubResource( 9 )
nodes/fragment/3/position = Vector2( 740, 20 )
nodes/fragment/4/node = SubResource( 7 )
nodes/fragment/4/node = SubResource( 10 )
nodes/fragment/4/position = Vector2( 0, 260 )
nodes/fragment/5/node = SubResource( 8 )
nodes/fragment/5/node = SubResource( 11 )
nodes/fragment/5/position = Vector2( 280, -20 )
nodes/fragment/6/node = SubResource( 9 )
nodes/fragment/6/node = SubResource( 12 )
nodes/fragment/6/position = Vector2( 540, 140 )
nodes/fragment/7/node = SubResource( 10 )
nodes/fragment/7/node = SubResource( 13 )
nodes/fragment/7/position = Vector2( -20, 60 )
nodes/fragment/8/node = SubResource( 11 )
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 )
@ -234,18 +233,18 @@ float thickness = 0.05;
if (abs(input0.x - ((1.0 - input0.y + delta) / slope)) < thickness) {
output0 = vec3(0.5);
}"
nodes/fragment/21/node = SubResource( 14 )
nodes/fragment/21/node = SubResource( 5 )
nodes/fragment/21/position = Vector2( 1020, -160 )
nodes/fragment/22/node = SubResource( 15 )
nodes/fragment/22/node = SubResource( 6 )
nodes/fragment/22/position = Vector2( 160, -300 )
nodes/fragment/23/node = SubResource( 16 )
nodes/fragment/23/node = SubResource( 7 )
nodes/fragment/23/position = Vector2( 1000, 60 )
nodes/fragment/24/node = SubResource( 17 )
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=13]
shader = SubResource( 12 )
[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 )
@ -255,7 +254,7 @@ script = ExtResource( 1 )
size = 64
[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource( 13 )
material = SubResource( 16 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = 64.0