diff --git a/assets/hokusai.jpg b/assets/hokusai.jpg new file mode 100644 index 0000000..34b7c0a Binary files /dev/null and b/assets/hokusai.jpg differ diff --git a/assets/hokusai.jpg.import b/assets/hokusai.jpg.import new file mode 100644 index 0000000..5ab0d8e --- /dev/null +++ b/assets/hokusai.jpg.import @@ -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 diff --git a/src/Piece.tscn b/src/Piece.tscn index 14cec4b..f3349a5 100644 --- a/src/Piece.tscn +++ b/src/Piece.tscn @@ -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