Simpler menu in camera effects

This commit is contained in:
Mario Brandao
2023-12-14 22:38:34 +01:00
parent c711af00ec
commit 8a26c09b1a
6 changed files with 81 additions and 71 deletions

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@ -0,0 +1,9 @@
shader_type canvas_item;
uniform float lod : hint_range(0.0, 5.0) = 0.0;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
void fragment() {
vec4 col = texture(SCREEN_TEXTURE, UV, lod);
COLOR = col;
}

View File

@ -3,24 +3,11 @@ extends Node3D
@onready var labelVisibleEffects = %LabelVisibleEffects
@onready var buttonRotatingCamera = %ButtonRotatingCamera
@onready var buttonChromaticAberration = %ButtonChromaticAberration
@onready var buttonPixelate = %ButtonPixelate
@onready var buttonVignette = %ButtonVignette
@onready var buttonSepia = %ButtonSepia
@onready var buttonGrainNoise = %ButtonGrainNoise
@onready var buttonHexagonMosaic = %ButtonHexagonMosaic
@onready var buttonCameraShake = %ButtonCameraShake
@onready var effectChromaticAberration = $"CanvasLayer Effects/Chromatic Aberration"
@onready var effectPixelate = $"CanvasLayer Effects/Pixelate"
@onready var effectVignette = $"CanvasLayer Effects/Vignette"
@onready var effectSepia = $"CanvasLayer Effects/Sepia"
@onready var effectGrainNoise = $"CanvasLayer Effects/Grain Noise"
@onready var effectHexagonMosaic = $"CanvasLayer Effects/Hexagon Mosaic"
@onready var effectCameraShake = $"CanvasLayer Effects/Camera Shake"
@onready var animationPlayer = $AnimationPlayer
@onready var sideBarMenu = $"CanvasLayer UI/SideBar/SideBar Menu"
@onready var effectsContainer = %Effects
var cameraRotatingAnimationName = "camera_rotation"
@ -33,39 +20,17 @@ func _ready():
func _process(delta):
pass
func updateVisibleEffects(toggled_on):
effectChromaticAberration.visible = buttonChromaticAberration.button_pressed
effectPixelate.visible = buttonPixelate.button_pressed
effectVignette.visible = buttonVignette.button_pressed
effectSepia.visible = buttonSepia.button_pressed
effectGrainNoise.visible = buttonGrainNoise.button_pressed
effectHexagonMosaic.visible = buttonHexagonMosaic.button_pressed
effectCameraShake.visible = buttonCameraShake.button_pressed
updateEffectsLabel()
func updateVisibleEffects(toggled_on = true):
var pressedButton = buttonPixelate.button_group.get_pressed_button()
var effect = get_node_or_null("Effects/" + pressedButton.text.strip_edges())
func disableAllEffects():
buttonChromaticAberration.button_pressed = false
buttonPixelate.button_pressed = false
buttonVignette.button_pressed = false
buttonSepia.button_pressed = false
buttonGrainNoise.button_pressed = false
buttonHexagonMosaic.button_pressed = false
buttonCameraShake.button_pressed = false
updateEffectsLabel()
for child in effectsContainer.get_children():
if child == effect:
child.show()
else:
child.hide()
func updateEffectsLabel():
var textParts = [
"Chromatic Aberration" if buttonChromaticAberration.button_pressed else "",
"Pixelate" if buttonPixelate.button_pressed else "",
"Vignette" if buttonVignette.button_pressed else "",
"Sepia" if buttonSepia.button_pressed else "",
"Grain Noise" if buttonGrainNoise.button_pressed else "",
"Hexagon Mosaic" if buttonHexagonMosaic.button_pressed else "",
"Camera Shake" if buttonCameraShake.button_pressed else "",
]
var text = " ".join(textParts)
labelVisibleEffects.text = "[center]" + text
labelVisibleEffects.text = "[center]" + pressedButton.text
func toggleSideBar():

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@ -0,0 +1,3 @@
[gd_resource type="ButtonGroup" format=3 uid="uid://2yjsq45hqgit"]
[resource]

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@ -3,10 +3,10 @@ shader_type canvas_item;
// inspired by: https://www.youtube.com/watch?v=aVzY6n3e19A
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
uniform float ca_strength = 20.0;
uniform float strength = 20.0;
void fragment() {
vec2 ca_offset = vec2(ca_strength, 0.0) * SCREEN_PIXEL_SIZE;
vec2 ca_offset = vec2(strength, 0.0) * SCREEN_PIXEL_SIZE;
float red = texture(SCREEN_TEXTURE, SCREEN_UV - ca_offset).r;
float green = texture(SCREEN_TEXTURE, SCREEN_UV).g;
float blue = texture(SCREEN_TEXTURE, SCREEN_UV + ca_offset).b;

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@ -1,6 +1,7 @@
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
void fragment() {
// Readbackground and foreground images.
vec4 col = texture(SCREEN_TEXTURE, UV);