Made the crosshair turn black if drawn over a bright surface.
parent
4ffaa7a0d1
commit
266b0a9409
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@ -0,0 +1,104 @@
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[gd_resource type="VisualShader" load_steps=6 format=3 uid="uid://dos1mlwtb3tju"]
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[sub_resource type="VisualShaderNodeColorFunc" id="VisualShaderNodeColorFunc_15wpt"]
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default_input_values = [0, Vector3(0, 0, 0)]
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expanded_output_ports = []
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[sub_resource type="VisualShaderNodeSwitch" id="VisualShaderNodeSwitch_w5e8y"]
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default_input_values = [0, false, 1, Vector3(0, 0, 0), 2, Vector3(1, 1, 1)]
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expanded_output_ports = []
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op_type = 2
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[sub_resource type="VisualShaderNodeCompare" id="VisualShaderNodeCompare_8o1qy"]
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default_input_values = [0, 0.0, 1, 0.9, 2, 1e-05]
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expanded_output_ports = []
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function = 2
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0xt2k"]
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default_input_values = []
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expanded_output_ports = []
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input_name = "screen_uv"
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_33whc"]
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default_input_values = []
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expanded_output_ports = []
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source = 1
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[resource]
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code = "shader_type canvas_item;
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render_mode unshaded;
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void fragment() {
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// Input:2
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vec3 n_out2p0 = vec3(SCREEN_UV, 0.0);
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vec3 n_out8p0;
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float n_out8p1;
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// Texture2D:8
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{
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vec4 _tex_read = textureLod(SCREEN_TEXTURE, n_out2p0.xy, 0.0);
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n_out8p0 = _tex_read.rgb;
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n_out8p1 = _tex_read.a;
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}
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vec3 n_out10p0;
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// ColorFunc:10
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{
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vec3 c = n_out8p0;
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float max1 = max(c.r, c.g);
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float max2 = max(max1, c.b);
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float max3 = max(max1, max2);
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n_out10p0 = vec3(max3, max3, max3);
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}
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// Compare:13
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float n_in13p1 = 0.90000;
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bool n_out13p0 = dot(n_out10p0, vec3(0.333333, 0.333333, 0.333333)) > n_in13p1;
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vec3 n_out12p0;
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// Switch:12
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vec3 n_in12p1 = vec3(0.00000, 0.00000, 0.00000);
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vec3 n_in12p2 = vec3(1.00000, 1.00000, 1.00000);
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if(n_out13p0)
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{
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n_out12p0 = n_in12p1;
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}
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else
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{
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n_out12p0 = n_in12p2;
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}
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// Output:0
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COLOR.rgb = n_out12p0;
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}
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"
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graph_offset = Vector2(408.331, -13.6599)
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engine_version = {
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"major": 4,
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"minor": 0
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}
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mode = 1
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flags/light_only = false
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flags/unshaded = true
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nodes/fragment/0/position = Vector2(820, 220)
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nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_0xt2k" )
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nodes/fragment/2/position = Vector2(-520, 380)
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nodes/fragment/8/node = SubResource( "VisualShaderNodeTexture_33whc" )
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nodes/fragment/8/position = Vector2(-220, 360)
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nodes/fragment/10/node = SubResource( "VisualShaderNodeColorFunc_15wpt" )
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nodes/fragment/10/position = Vector2(-40, 300)
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nodes/fragment/12/node = SubResource( "VisualShaderNodeSwitch_w5e8y" )
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nodes/fragment/12/position = Vector2(560, 220)
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nodes/fragment/13/node = SubResource( "VisualShaderNodeCompare_8o1qy" )
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nodes/fragment/13/position = Vector2(360, 220)
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nodes/fragment/connections = PackedInt32Array(2, 0, 8, 0, 8, 0, 10, 0, 10, 0, 13, 0, 13, 0, 12, 0, 12, 0, 0, 0)
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@ -1,9 +1,10 @@
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[gd_scene load_steps=22 format=3 uid="uid://bff5uslrxesjx"]
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[gd_scene load_steps=23 format=3 uid="uid://bff5uslrxesjx"]
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[ext_resource type="Texture2D" uid="uid://blnjjtjifk22i" path="res://Assets/HUD/Vignette.png" id="1"]
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[ext_resource type="Script" path="res://Assets/HUD/HUD.gd" id="1_wc430"]
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[ext_resource type="Shader" uid="uid://bet2pthddt01v" path="res://Assets/HUD/HUD.tres" id="2_djyym"]
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[ext_resource type="Texture2D" uid="uid://dim1jrwuiy4qt" path="res://Assets/HUD/Crosshair Baseline.png" id="3_r05jh"]
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[ext_resource type="Material" uid="uid://dkf0bpi007o2q" path="res://Assets/HUD/Croshair.material" id="4_f6eam"]
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[ext_resource type="Texture2D" uid="uid://d0p7vfc62t5sb" path="res://Assets/HUD/Crosshair Hit.png" id="4_guqkl"]
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[ext_resource type="AudioStream" uid="uid://dfcyohpsqvri1" path="res://Assets/SFX/HUD_Confirm_Hit.wav" id="4_llqcq"]
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[ext_resource type="Script" path="res://Assets/HUD/Crosshair.gd" id="5"]
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@ -153,6 +154,11 @@ __meta__ = {
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[node name="Baseline" type="TextureRect" parent="Crosshair"]
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texture_filter = 1
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texture_repeat = 1
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material = ExtResource( "4_f6eam" )
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -16.0
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offset_top = -16.0
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offset_right = 16.0
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@ -167,6 +173,11 @@ __meta__ = {
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modulate = Color(1, 1, 1, 0)
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texture_filter = 1
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texture_repeat = 1
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material = ExtResource( "4_f6eam" )
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -16.0
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offset_top = -16.0
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offset_right = 16.0
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@ -181,6 +192,11 @@ __meta__ = {
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modulate = Color(1, 1, 1, 0)
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texture_filter = 1
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texture_repeat = 1
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material = ExtResource( "4_f6eam" )
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -16.0
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offset_top = -16.0
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offset_right = 16.0
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