ja
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179
scenes/level_finish_area.tscn
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179
scenes/level_finish_area.tscn
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[gd_scene load_steps=8 format=3 uid="uid://d2rmg0r1hircj"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_urlb8"]
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[sub_resource type="Shader" id="Shader_kkxwe"]
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code = "shader_type spatial;
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//Simple 3D shader to create a force-field effect inspired by Faultless Defense from Guilty Gear Xrd.
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//In summary, it takes logic used for simple rim lighting and uses it to create the alpha instead.
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render_mode blend_mix,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx;//depth_test_disable;
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uniform vec4 albedo : hint_color;
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uniform vec4 emission_color : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float emission_amount: hint_range(0.0, 16.0) = 5.0f;
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uniform float rim_steepness : hint_range(0.0f, 16.0f) = 3.0f; //higher values mean a smaller rim.
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uniform vec3 uv_scale;
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uniform vec3 uv_offset;
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void vertex() {
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UV=UV*uv_scale.xy+uv_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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EMISSION = emission_color.rgb * emission_amount;
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float PI = 3.14159265359;
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float NdotV = dot(NORMAL, VIEW);
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float rim_light = pow(1.0 - NdotV, rim_steepness);
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ALPHA = rim_light * emission_color.a / PI;
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}"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_xe3kp"]
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render_priority = 0
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shader = SubResource("Shader_kkxwe")
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[sub_resource type="PlaneMesh" id="PlaneMesh_u64vp"]
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material = SubResource("ShaderMaterial_xe3kp")
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[sub_resource type="Shader" id="Shader_6md8p"]
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code = "shader_type canvas_item;
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const float REPEAT = 5.0;
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mat2 rot(float a) {
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float c = cos(a), s = sin(a);
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return mat2(vec2(c,s),vec2(-s,c));
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}
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float sdBox( vec3 p, vec3 b )
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{
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vec3 q = abs(p) - b;
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return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
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}
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float box(vec3 pos, float scale) {
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pos *= scale;
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float base = sdBox(pos, vec3(.4,.4,.1)) /1.5;
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pos.xy *= 5.;
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pos.y -= 3.5;
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pos.xy *= rot(.75);
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float result = -base;
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return result;
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}
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float box_set(vec3 pos, float iTime,float gTime) {
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vec3 pos_origin = pos;
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pos = pos_origin;
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pos .y += sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box1 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .y -=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box2 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .x +=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box3 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .x -=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box4 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos.xy *= rot(.8);
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float box5 = box(pos,.5) * 6.;
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pos = pos_origin;
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float box6 = box(pos,.5) * 6.;
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float result = max(max(max(max(max(box1,box2),box3),box4),box5),box6);
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return result;
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}
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float map(vec3 pos, float iTime, float gTime) {
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vec3 pos_origin = pos;
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float box_set1 = box_set(pos, iTime, gTime);
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return box_set1;
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}
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void fragment() {
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vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
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float iTime = TIME;
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float gTime = 0.0;
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vec2 p = (FRAGCOORD.xy * 2. - iResolution.xy) / min(iResolution.x, iResolution.y);
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vec3 ro = vec3(0., -0.2 ,iTime * 4.);
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vec3 ray = normalize(vec3(p, 1.5));
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ray.xy = ray.xy * rot(sin(iTime * .03) * 5.);
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ray.yz = ray.yz * rot(sin(iTime * .05) * .2);
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float t = 0.1;
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vec3 col = vec3(0.);
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float ac = 0.0;
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for (int i = 0; i < 99; i++){
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vec3 pos = ro + ray * t;
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pos = mod(pos-2., 4.) -2.;
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gTime = iTime -float(i) * 0.01;
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float d = map(pos, iTime, gTime);
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d = max(abs(d), 0.01);
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ac += exp(-d*23.);
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t += d* 0.55;
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}
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col = vec3(ac * 0.02);
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col +=vec3(0.,0.2 * abs(sin(iTime)),0.5 + sin(iTime) * 0.2);
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COLOR = vec4(col ,1.0 - t * (0.02 + 0.02 * sin (iTime)));
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}"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_hw5y5"]
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shader = SubResource("Shader_6md8p")
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[sub_resource type="LabelSettings" id="LabelSettings_p3ds8"]
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font_size = 48
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[node name="Area3D" type="Area3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_urlb8")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("PlaneMesh_u64vp")
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="ColorRect" type="ColorRect" parent="CanvasLayer"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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[node name="Shader" type="ColorRect" parent="CanvasLayer"]
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material = SubResource("ShaderMaterial_hw5y5")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Label" type="Label" parent="CanvasLayer"]
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anchors_preset = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 19.0
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offset_top = -78.0
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offset_right = 789.0
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offset_bottom = -18.0
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grow_vertical = 0
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text = "Keine Panik! Die Simulation lädt..."
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label_settings = SubResource("LabelSettings_p3ds8")
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