Build script, improve some settings, refactor
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8c778f7056
commit
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@ -19,7 +19,7 @@ vec4 effect(vec2 screenSize, vec2 screen_coords) {
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float pixel_size = length(screenSize.xy) / PIXEL_FILTER;
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float pixel_size = length(screenSize.xy) / PIXEL_FILTER;
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vec2 uv = (floor(screen_coords.xy*(1./pixel_size))*pixel_size - 0.5*screenSize.xy)/length(screenSize.xy) - OFFSET;
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vec2 uv = (floor(screen_coords.xy*(1./pixel_size))*pixel_size - 0.5*screenSize.xy)/length(screenSize.xy) - OFFSET;
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float uv_len = length(uv);
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float uv_len = length(uv);
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float speed = (SPIN_ROTATION*SPIN_EASE*0.2);
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float speed = (SPIN_ROTATION*SPIN_EASE*0.2);
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if(IS_ROTATE){
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if(IS_ROTATE){
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speed = TIME * speed;
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speed = TIME * speed;
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@ -28,17 +28,17 @@ vec4 effect(vec2 screenSize, vec2 screen_coords) {
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float new_pixel_angle = atan(uv.y, uv.x) + speed - SPIN_EASE*20.*(1.*SPIN_AMOUNT*uv_len + (1. - 1.*SPIN_AMOUNT));
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float new_pixel_angle = atan(uv.y, uv.x) + speed - SPIN_EASE*20.*(1.*SPIN_AMOUNT*uv_len + (1. - 1.*SPIN_AMOUNT));
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vec2 mid = (screenSize.xy/length(screenSize.xy))/2.;
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vec2 mid = (screenSize.xy/length(screenSize.xy))/2.;
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uv = (vec2((uv_len * cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid);
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uv = (vec2((uv_len * cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid);
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uv *= 30.;
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uv *= 30.;
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speed = TIME*(SPIN_SPEED);
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speed = TIME*(SPIN_SPEED);
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vec2 uv2 = vec2(uv.x+uv.y);
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vec2 uv2 = vec2(uv.x+uv.y);
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for(int i=0; i < 5; i++) {
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for(int i=0; i < 5; i++) {
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uv2 += sin(max(uv.x, uv.y)) + uv;
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uv2 += sin(max(uv.x, uv.y)) + uv;
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uv += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed));
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uv += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed));
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uv -= 1.0*cos(uv.x + uv.y) - 1.0*sin(uv.x*0.711 - uv.y);
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uv -= 1.0*cos(uv.x + uv.y) - 1.0*sin(uv.x*0.711 - uv.y);
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}
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}
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float contrast_mod = (0.25*CONTRAST + 0.5*SPIN_AMOUNT + 1.2);
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float contrast_mod = (0.25*CONTRAST + 0.5*SPIN_AMOUNT + 1.2);
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float paint_res = min(2., max(0.,length(uv)*(0.035)*contrast_mod));
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float paint_res = min(2., max(0.,length(uv)*(0.035)*contrast_mod));
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float c1p = max(0.,1. - contrast_mod*abs(1.-paint_res));
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float c1p = max(0.,1. - contrast_mod*abs(1.-paint_res));
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14
deploy.sh
14
deploy.sh
@ -1,4 +1,18 @@
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godot4 () {
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app_dir=$(ls /Applications | grep Godot | grep 4 | tail -n 1)
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"$(find "/Applications/$app_dir" | egrep "Godot$")" $*
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}
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rm -rf "builds/web"
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mkdir -p "builds/web"
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echo "Exporting..."
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echo
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godot4 --headless --export-release "Web" "builds/web/index.html" || exit 1
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echo
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echo "Deploying to games.vojtechstruhar.com"
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echo "Deploying to games.vojtechstruhar.com"
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rsync -avz \
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rsync -avz \
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@ -1,7 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://vkokd44wy82r"]
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[gd_scene load_steps=6 format=3 uid="uid://vkokd44wy82r"]
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[ext_resource type="Script" uid="uid://crkipt37ukh8o" path="res://main.gd" id="1_0xm2m"]
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[ext_resource type="Script" uid="uid://crkipt37ukh8o" path="res://main.gd" id="1_0xm2m"]
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[ext_resource type="Shader" uid="uid://c2bxvd7878rqy" path="res://main.gdshader" id="1_ig7tw"]
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[ext_resource type="Shader" uid="uid://c2bxvd7878rqy" path="res://balatro.gdshader" id="1_ig7tw"]
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[ext_resource type="Theme" uid="uid://t07qph6qe3g7" path="res://inspector_theme.tres" id="3_h2yge"]
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[ext_resource type="Theme" uid="uid://t07qph6qe3g7" path="res://inspector_theme.tres" id="3_h2yge"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7dm0k"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7dm0k"]
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BIN
preview.png
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BIN
preview.png
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Binary file not shown.
After Width: | Height: | Size: 2.0 MiB |
34
preview.png.import
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34
preview.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://wjlym804fw6f"
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path="res://.godot/imported/preview.png-b4838d23de224c84c7c9b5588b6708a6.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://preview.png"
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dest_files=["res://.godot/imported/preview.png-b4838d23de224c84c7c9b5588b6708a6.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -10,9 +10,13 @@ config_version=5
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[application]
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[application]
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config/name="balatro-shader"
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config/name="Balatro Shader"
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config/description="Recreation of the Balatro main menu background shader. Adapted to Godot from Shadertoy (https://www.shadertoy.com/view/XXtBRr)
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"
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config/version="1.0.0"
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run/main_scene="uid://vkokd44wy82r"
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run/main_scene="uid://vkokd44wy82r"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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run/max_fps=60
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[display]
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[display]
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