Fixes the drop shadow shader to not rotate with the sprite
parent
3a19474966
commit
2f1950eaf3
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@ -7,6 +7,6 @@ var last_rotation_mult = 1
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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var head = get_tree().get_first_node_in_group("Head")
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var head = get_tree().get_first_node_in_group("Head")
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if head is SnakePart:
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if head is SnakePart:
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modulate = head.COLOURS[[head.colour_index % len(head.COLOURS)]]
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modulate = head.COLOURS[head.colour_index % len(head.COLOURS)]
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last_rotation_mult = head.colour_index + 1
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last_rotation_mult = head.colour_index + 1
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rotate(delta * ROTATION_SPEED * last_rotation_mult)
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rotate(delta * ROTATION_SPEED * last_rotation_mult)
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@ -2,13 +2,18 @@ shader_type canvas_item;
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uniform vec4 drop_shadow_color : source_color = vec4(vec3(0), float(0.5));
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uniform vec4 drop_shadow_color : source_color = vec4(vec3(0), float(0.5));
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uniform vec2 shadow_offset = vec2(float(0), float(0.1));
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uniform vec2 shadow_offset = vec2(float(0), float(0.1));
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varying vec2 actual_shadow_offset;
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varying vec4 modulate;
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varying vec4 modulate;
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void vertex() {
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void vertex() {
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// Calculate the sprite's rotation angle from the MODEL_MATRIX (rotation matrix).
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float sprite_rotation = atan(MODEL_MATRIX[0][1], MODEL_MATRIX[0][0]);
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actual_shadow_offset = mat2(vec2(cos(sprite_rotation), -sin(sprite_rotation)), vec2(sin(sprite_rotation), cos(sprite_rotation))) * shadow_offset;
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modulate = COLOR;
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modulate = COLOR;
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float max_offset = abs(shadow_offset.x);
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float max_offset = abs(actual_shadow_offset.x);
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if (abs(shadow_offset.y) > abs(shadow_offset.x)) {
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if (abs(actual_shadow_offset.y) > abs(actual_shadow_offset.x)) {
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max_offset = abs(shadow_offset.y);
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max_offset = abs(actual_shadow_offset.y);
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}
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}
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VERTEX *= float(1) + float(2) * max_offset;
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VERTEX *= float(1) + float(2) * max_offset;
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}
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}
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@ -23,16 +28,17 @@ vec4 mixcolor(vec4 colA, vec4 colB) {
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return vec4((colA.rgb + colB.a * (colB.rgb - colA.rgb)), colA.a + colB.a);
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return vec4((colA.rgb + colB.a * (colB.rgb - colA.rgb)), colA.a + colB.a);
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}
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}
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void fragment() {
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void fragment() {
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float max_offset = abs(shadow_offset.x);
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float max_offset = abs(actual_shadow_offset.x);
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if (abs(shadow_offset.y) > abs(shadow_offset.x)) {
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if (abs(actual_shadow_offset.y) > abs(actual_shadow_offset.x)) {
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max_offset = abs(shadow_offset.y);
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max_offset = abs(actual_shadow_offset.y);
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}
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}
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vec2 uv = UV * float(float(1) + float(2) * max_offset) - vec2(max_offset);
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vec2 uv = UV * float(float(1) + float(2) * max_offset) - vec2(max_offset);
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vec4 original_color = sample_texture(TEXTURE, uv) * modulate;
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vec4 original_color = sample_texture(TEXTURE, uv) * modulate;
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vec4 shadow_color = vec4(drop_shadow_color.rgb, sample_texture(TEXTURE, uv - shadow_offset).a * drop_shadow_color.a);
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vec4 shadow_color = vec4(drop_shadow_color.rgb, sample_texture(TEXTURE, uv - actual_shadow_offset).a * drop_shadow_color.a);
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if (shadow_color.a > float(0)) {
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if (shadow_color.a > float(0)) {
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COLOR = mixcolor(shadow_color, original_color);
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COLOR = mixcolor(shadow_color, original_color);
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} else {
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} else {
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COLOR = original_color;
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COLOR = original_color;
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}
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}
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//COLOR = vec4(vec3(sprite_rotation), 1);
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}
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}
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