oh fuck it all works
Signed-off-by: Xe Iaso <me@christine.website>
This commit is contained in:
parent
2e80dd2e8d
commit
33552559e8
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2017 Yuri Roubinski aka Chaosus
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -41,9 +41,6 @@ margin_right = -10.0
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margin_bottom = -10.0
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follow_focus = true
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scroll_horizontal_enabled = false
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ChatMessagesContainer" type="VBoxContainer" parent="ChatContainer/Chat/ScrollContainer"]
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margin_right = 1900.0
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# GDFractals
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Fractal shaders for Godot 3.0
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# Contains
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* Julia fractal shader
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* Mandelbrot fractal shader
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* Sierpinski carpet shader
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# How to setup
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* Create ColorRect and lay ShaderMaterial on it
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* Drag&drop the required shader to ShaderMaterial slot
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* Create gradient texture, if you dont want to create it yourself use fire_gradient.tres
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* Set parameters on material:
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# for Julia:
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* Gradient - gradient texture
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* Scale = 4, 4
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* Offset = 0, 0
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* MaxIter = from 100 to 1000
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* Speed = 1
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# for Mandelbrot:
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* Gradient - gradient texture
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* Scale = 1, 1
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* Offset = 0, 0
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* MaxIter = from 100 to 1000
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# for Serpinski carpet:
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* Scale = 81, 81
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* Offset = 0, 0
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license: Freeware
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link: https://www.fontspace.com/cecep-s-handwriting-2-font-f72804
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[gd_resource type="Gradient" format=2]
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[resource]
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offsets = PoolRealArray( 0, 0.159763, 0.343195, 0.508876, 0.662722, 0.83432, 1 )
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colors = PoolColorArray( 0, 0, 0, 1, 1, 0, 0, 1, 1, 0.820312, 0, 1, 1, 1, 1, 1, 1, 0.914062, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1 )
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*
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@ -7,18 +7,61 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="/home/mennomax/Documents/godot/GIFT.x86_64"
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patch_list=PoolStringArray( )
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export_path="../../../../../home/mennomax/Documents/godot/GIFT.x86_64"
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script_export_mode=1
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script_encryption_key=""
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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binary_format/64_bits=true
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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binary_format/64_bits=true
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custom_template/release=""
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[preset.1]
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name="Windows Desktop"
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platform="Windows Desktop"
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runnable=true
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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script_export_mode=1
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script_encryption_key=""
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[preset.1.options]
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custom_template/debug=""
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custom_template/release=""
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binary_format/64_bits=true
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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codesign/enable=false
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codesign/identity_type=0
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codesign/identity=""
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codesign/password=""
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codesign/timestamp=true
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codesign/timestamp_server_url=""
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codesign/digest_algorithm=1
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codesign/description=""
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codesign/custom_options=PoolStringArray( )
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application/modify_resources=true
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application/icon=""
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application/file_version=""
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application/product_version=""
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application/company_name=""
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application/product_name=""
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application/file_description=""
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application/copyright=""
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application/trademarks=""
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@ -0,0 +1,16 @@
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extends Node2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -1,24 +1,284 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://Node.tscn" type="PackedScene" id=1]
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[ext_resource path="res://addons/gift/gift_node.gd" type="Script" id=2]
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[ext_resource path="res://scenes/2DOverlay.gd" type="Script" id=2]
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[ext_resource path="res://scenes/Overlay Text.tres" type="Theme" id=3]
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[ext_resource path="res://sprites/Mara.png" type="Texture" id=4]
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[ext_resource path="res://scenes/GlitchyTexture.tres" type="Material" id=5]
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[sub_resource type="Shader" id=8]
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code = "shader_type canvas_item;
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uniform float battery : hint_range(0.0,1.0) = 1.0;
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uniform float anchor : hint_range(-1.0,1.0) = -0.5;
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uniform float speed_scale : hint_range(1.0, 10.0) = 1.0;
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uniform float fov : hint_range(0.01, 1.0) = 0.2;
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uniform vec4 background_color : hint_color = vec4(0.0, 0.1, 0.2, 1.0);
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uniform vec4 grid_color : hint_color = vec4(1.0, 0.5, 1.0, 1.0);
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float grid(vec2 uv, float batt) {
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vec2 size = vec2(uv.y, uv.y * uv.y * 0.2) * 0.01;
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uv += vec2(0.0, TIME * speed_scale * (batt + 0.05));
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uv = abs(fract(uv) - 0.5);
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vec2 lines = smoothstep(size, vec2(0.0), uv);
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lines += smoothstep(size * 5.0, vec2(0.0), uv) * 0.4 * batt;
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return clamp(lines.x + lines.y, 0.0, 3.0);
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}
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void fragment() {
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vec2 uv = UV;
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vec4 col = background_color;
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uv.y = 3.0 / (abs(uv.y + fov) + 0.05);
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uv.x += anchor;
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uv.x *= uv.y * 1.0;
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float gridVal = grid(uv, battery);
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col = mix(background_color, grid_color, gridVal);
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COLOR = col;
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}"
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[sub_resource type="ShaderMaterial" id=9]
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shader = SubResource( 8 )
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shader_param/battery = 1.0
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shader_param/anchor = -0.5
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shader_param/speed_scale = 1.0
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shader_param/fov = 0.2
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shader_param/background_color = Color( 0, 0.1, 0.2, 1 )
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shader_param/grid_color = Color( 1, 0.5, 1, 1 )
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[sub_resource type="Shader" id=10]
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code = "// cloudy skies shader
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// inspired from shadertoy shader made by Drift (https://www.shadertoy.com/view/4tdSWr)
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shader_type canvas_item;
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uniform float cloudscale = 1.1;
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uniform float speed = 0.01;
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uniform float clouddark = 0.5;
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uniform float cloudlight = 0.3;
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uniform float cloudcover = 0.2;
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uniform float cloudalpha = 8.0;
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uniform float skytint = 0.5;
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uniform vec3 skycolour1 = vec3(0.2, 0.4, 0.6);
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uniform vec3 skycolour2 = vec3(0.4, 0.7, 1.0);
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uniform mat2 m = mat2(vec2(1.6,1.2),vec2(-1.2,1.6)); // changement
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// functions
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vec2 hash( vec2 p ) {
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p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
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return -1.0 + 2.0*fract(sin(p)*43758.5453123);
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}
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float noise( in vec2 p ) {
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float K1 = 0.366025404; // (sqrt(3)-1)/2;
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float K2 = 0.211324865; // (3-sqrt(3))/6;
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vec2 i = floor(p + (p.x+p.y)*K1);
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vec2 a = p - i + (i.x+i.y)*K2;
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vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
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vec2 b = a - o + K2;
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vec2 c = a - 1.0 + 2.0*K2;
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vec3 h = max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
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vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
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return dot(n, vec3(70.0));
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}
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float fbm(vec2 n) {
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float total = 0.0, amplitude = 0.1;
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for (int i = 0; i < 7; i++) {
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total += noise(n) * amplitude;
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n = m * n;
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amplitude *= 0.4;
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}
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return total;
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}
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// fragment shader
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void fragment() {
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vec2 res = 1.0 / SCREEN_PIXEL_SIZE;
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vec2 p = FRAGCOORD.xy / res.xy; // changement
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vec2 uv = p*vec2(res.x/res.y,1.0); // changement
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float time = TIME * speed ;
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float q = fbm(uv * cloudscale * 0.5);
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//ridged noise shape
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float r = 0.0;
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uv *= cloudscale;
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uv += q - time;
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float weight = 0.8;
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for (int i=0; i<8; i++){
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r += abs(weight*noise( uv ));
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uv = m*uv + time;
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weight *= 0.7;
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}
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//noise shape
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float f = 0.0;
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uv = p*vec2(res.x/res.y,1.0); // changement
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uv *= cloudscale;
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uv += q - time;
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weight = 0.7;
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for (int i=0; i<8; i++){
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f += weight*noise( uv );
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uv = m*uv + time;
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weight *= 0.6;
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}
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f *= r + f;
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//noise colour
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float c = 0.0;
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time = TIME * speed * 2.0;
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uv = p*vec2(res.x/res.y,1.0); // changement
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uv *= cloudscale*2.0;
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uv += q - time;
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weight = 0.4;
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for (int i=0; i<7; i++){
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c += weight*noise( uv );
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uv = m*uv + time;
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weight *= 0.6;
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}
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//noise ridge colour
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float c1 = 0.0;
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time = TIME * speed * 3.0;
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uv = p*vec2(res.x/res.y,1.0);
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uv *= cloudscale*3.0;
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uv += q - time;
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weight = 0.4;
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for (int i=0; i<7; i++){
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c1 += abs(weight*noise( uv ));
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uv = m*uv + time;
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weight *= 0.6;
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}
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c += c1;
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vec3 skycolour = mix(skycolour2, skycolour1, p.y);
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vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0);
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f = cloudcover + cloudalpha*f*r;
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vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0));
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COLOR.rgb = vec3(result);
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}
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"
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[sub_resource type="ShaderMaterial" id=11]
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shader = SubResource( 10 )
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shader_param/cloudscale = 1.1
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shader_param/speed = 0.01
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shader_param/clouddark = 0.5
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shader_param/cloudlight = 0.3
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shader_param/cloudcover = 0.15
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shader_param/cloudalpha = 2.0
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shader_param/skytint = 1.0
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shader_param/skycolour1 = Vector3( 0.2, 0.4, 0.6 )
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shader_param/skycolour2 = Vector3( 0.4, 0.7, 1 )
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shader_param/m = Transform2D( 1.6, -1.2, 1.2, 1.6, 0, 0 )
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[sub_resource type="AtlasTexture" id=4]
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atlas = ExtResource( 4 )
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region = Rect2( 0, 0, 16, 16 )
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[sub_resource type="AtlasTexture" id=5]
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atlas = ExtResource( 4 )
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region = Rect2( 16, 0, 16, 16 )
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[sub_resource type="SpriteFrames" id=3]
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animations = [ {
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"frames": [ SubResource( 4 ), SubResource( 5 ) ],
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"loop": true,
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"name": "down",
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"speed": 1.0
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||||
} ]
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||||
|
||||
[node name="Overlay" type="Node2D"]
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||||
script = ExtResource( 2 )
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||||
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[node name="Bluescreen" type="ColorRect" parent="."]
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||||
[node name="Panel" type="Panel" parent="."]
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||||
material = SubResource( 9 )
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||||
margin_right = 1920.0
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||||
margin_bottom = 1080.0
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color = Color( 0, 0, 1, 1 )
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margin_bottom = 1079.0
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||||
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||||
[node name="Node" parent="." instance=ExtResource( 1 )]
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||||
margin_left = 1284.0
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margin_right = 1601.0
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||||
[node name="Panel2" type="Panel" parent="."]
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||||
modulate = Color( 1, 1, 1, 0.376471 )
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material = SubResource( 11 )
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||||
margin_right = 1920.0
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||||
margin_bottom = 1079.0
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||||
|
||||
[node name="Chatbox" parent="." instance=ExtResource( 1 )]
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||||
margin_left = 1278.0
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||||
margin_right = 1599.0
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||||
margin_bottom = 259.0
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||||
rect_scale = Vector2( 2, 2 )
|
||||
|
||||
[node name="Facecam" type="ColorRect" parent="."]
|
||||
visible = false
|
||||
margin_left = 1280.0
|
||||
margin_top = 518.0
|
||||
margin_right = 1920.0
|
||||
margin_bottom = 1079.0
|
||||
color = Color( 0, 1, 0.835294, 1 )
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||||
|
||||
[node name="Screen" type="ColorRect" parent="."]
|
||||
margin_right = 1280.0
|
||||
margin_bottom = 720.0
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||||
rect_min_size = Vector2( 720, 0 )
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||||
color = Color( 1, 0, 0, 1 )
|
||||
color = Color( 0, 0, 1, 1 )
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||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="."]
|
||||
margin_left = 18.0
|
||||
margin_top = 720.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 1080.0
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||||
rect_min_size = Vector2( 720, 0 )
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||||
|
||||
[node name="VBoxContainer2" type="VBoxContainer" parent="HBoxContainer"]
|
||||
visible = false
|
||||
margin_bottom = 360.0
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="HBoxContainer/VBoxContainer2"]
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||||
margin_right = 340.0
|
||||
margin_bottom = 360.0
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer"]
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||||
margin_right = 316.0
|
||||
margin_bottom = 360.0
|
||||
|
||||
[node name="Stream" type="Label" parent="HBoxContainer/VBoxContainer"]
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||||
margin_right = 316.0
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||||
margin_bottom = 39.0
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||||
theme = ExtResource( 3 )
|
||||
text = "twitch: princessxen"
|
||||
|
||||
[node name="Twitter" type="Label" parent="HBoxContainer/VBoxContainer"]
|
||||
margin_top = 43.0
|
||||
margin_right = 316.0
|
||||
margin_bottom = 82.0
|
||||
theme = ExtResource( 3 )
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||||
text = "twitter: @theprincessxena"
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||||
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||||
[node name="Website" type="Label" parent="HBoxContainer/VBoxContainer"]
|
||||
margin_top = 86.0
|
||||
margin_right = 316.0
|
||||
margin_bottom = 125.0
|
||||
theme = ExtResource( 3 )
|
||||
text = "https://xeiaso.net"
|
||||
|
||||
[node name="Patrone" type="Label" parent="HBoxContainer/VBoxContainer"]
|
||||
margin_top = 129.0
|
||||
margin_right = 316.0
|
||||
margin_bottom = 168.0
|
||||
theme = ExtResource( 3 )
|
||||
text = "https://patreon.com/cadey"
|
||||
|
||||
[node name="Mara" type="AnimatedSprite" parent="HBoxContainer/VBoxContainer"]
|
||||
material = ExtResource( 5 )
|
||||
position = Vector2( 165, 263 )
|
||||
scale = Vector2( 10, 10 )
|
||||
frames = SubResource( 3 )
|
||||
animation = "down"
|
||||
frame = 1
|
||||
playing = true
|
||||
|
|
|
@ -0,0 +1,42 @@
|
|||
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="Shader" id=8]
|
||||
code = "shader_type canvas_item;
|
||||
|
||||
uniform vec2 resolution = vec2(64.0, 64.0);
|
||||
uniform float noise : hint_range(0.0, 1.0) = 0.2;
|
||||
uniform float distort : hint_range(0.0, 1.0) = 0.06;
|
||||
uniform float offset : hint_range(0.0, 1.0) = 0.0;
|
||||
|
||||
vec2 random(vec2 uv){
|
||||
uv = vec2(dot(uv, vec2(127.1,311.7)), dot(uv, vec2(269.5,183.3)));
|
||||
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
|
||||
}
|
||||
|
||||
float between(float lower, float upper, float value) {
|
||||
return step(lower, value) * step(value, upper);
|
||||
}
|
||||
|
||||
void fragment()
|
||||
{
|
||||
vec2 uv = UV;
|
||||
// Distort
|
||||
float oy = offset / 10.;
|
||||
float dist = distort * clamp(offset / 2., 0.25, 0.75);
|
||||
uv.x += dist * between(0.7, 0.8, fract(offset + TIME/4.)) * between(0.4, 0.41 + oy, uv.y);
|
||||
uv.x -= dist * between(0.1, 0.15, fract(offset + TIME/3.)) * between(0.7, 0.71 + oy, uv.y);
|
||||
uv.x += dist * between(0.15, 0.25, fract(offset + TIME/3.)) * between(0.6, 0.61 + oy, uv.y);
|
||||
uv.x += dist * between(0.5, 0.55, fract(offset + TIME/7.)) * between(0.5, 0.73 - oy, uv.y);
|
||||
// Add noise
|
||||
vec4 pxl = texture(TEXTURE, uv);
|
||||
pxl.rgb += clamp(random((ceil(UV * resolution) / resolution) + trunc(fract(TIME) * 4.)).x, 0.0, 1.0) * noise;
|
||||
// Shade
|
||||
COLOR = pxl;
|
||||
}"
|
||||
|
||||
[resource]
|
||||
shader = SubResource( 8 )
|
||||
shader_param/resolution = Vector2( 64, 64 )
|
||||
shader_param/noise = 0.2
|
||||
shader_param/distort = 0.06
|
||||
shader_param/offset = 0.0
|
|
@ -0,0 +1,14 @@
|
|||
[gd_resource type="Theme" load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://assets/cecep-s-handwriting-2-font/CecepsHandwriting-vmpKZ.ttf" type="DynamicFontData" id=1]
|
||||
|
||||
[sub_resource type="DynamicFont" id=1]
|
||||
size = 32
|
||||
outline_size = 4
|
||||
outline_color = Color( 0, 0, 0, 1 )
|
||||
extra_spacing_top = 2
|
||||
extra_spacing_bottom = 2
|
||||
font_data = ExtResource( 1 )
|
||||
|
||||
[resource]
|
||||
default_font = SubResource( 1 )
|
Binary file not shown.
After Width: | Height: | Size: 399 B |
|
@ -0,0 +1,35 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Mara.png-cfb9930f0e893d4ce21d71224438979f.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://sprites/Mara.png"
|
||||
dest_files=[ "res://.import/Mara.png-cfb9930f0e893d4ce21d71224438979f.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=false
|
||||
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
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
Loading…
Reference in New Issue