Add subtle bobbling to platforms
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					 9 changed files with 157 additions and 27 deletions
				
			
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			@ -17,7 +17,7 @@ var label : Label
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func _ready() -> void:
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	label = Label.new()
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	add_child(label)
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	get_tree().get_root().connect("size_changed", self, "update_position")
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	var _ignore = get_tree().get_root().connect("size_changed", self, "update_position")
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	update_position()
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# pos should be of type Position
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			@ -5,7 +5,7 @@ content_margin_left = 10.0
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content_margin_right = 10.0
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content_margin_top = 10.0
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content_margin_bottom = 10.0
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bg_color = Color( 0.03, 0.21, 0.26, 1 )
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bg_color = Color( 0.2, 0.23, 0.31, 1 )
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border_width_left = 1
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border_width_top = 1
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border_width_right = 1
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								godot/assets/meat_creek/creek_platform_arraymesh.tres
									
										
									
									
									
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								godot/assets/meat_creek/creek_platform_arraymesh.tres
									
										
									
									
									
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								godot/assets/meat_creek/creek_platform_material.material
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								godot/assets/meat_creek/creek_platform_material.material
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								godot/assets/meat_creek/creek_platform_material.tres
									
										
									
									
									
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								godot/assets/meat_creek/creek_platform_material.tres
									
										
									
									
									
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								godot/assets/meat_creek/meat_creek_platform_mesh.tscn
									
										
									
									
									
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								godot/assets/meat_creek/meat_creek_platform_mesh.tscn
									
										
									
									
									
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								godot/assets/meat_creek/meat_platform_texture.tres
									
										
									
									
									
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								godot/assets/meat_creek/meat_platform_texture.tres
									
										
									
									
									
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										79
									
								
								godot/assets/meat_creek/new_shadermaterial.tres
									
										
									
									
									
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								godot/assets/meat_creek/new_shadermaterial.tres
									
										
									
									
									
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			@ -0,0 +1,79 @@
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
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[ext_resource path="res://assets/meat_creek/meat_platform_texture.tres" type="Texture" id=1]
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[sub_resource type="Shader" id=1]
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code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial.
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shader_type spatial;
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render_mode world_vertex_coords,async_visible,blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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uniform sampler2D bubble_curve;
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uniform float bubble_speed : hint_range(0.0, 20.0, 0.1);
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uniform float seed;
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float random( vec2 p )
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{
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   // e^pi (Gelfond's constant)
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   // 2^sqrt(2) (Gelfond–Schneider constant)
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     vec2 K1 = vec2( 23.14069263277926, 2.665144142690225 );
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   //return fract( cos( mod( 12345678., 256. * dot(p,K1) ) ) ); // ver1
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   //return fract(cos(dot(p,K1)) * 123456.); // ver2
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     return fract(cos(dot(p,K1)) * 12345.6789); // ver3
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}
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void vertex() {
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	UV=UV*uv1_scale.xy+uv1_offset.xy;
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	float x = mod(TIME+seed, bubble_speed) / bubble_speed;
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	float w = texture(bubble_curve, vec2(x, 0.0)).r;
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	VERTEX.y -= w;
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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_tex *= COLOR;
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	ALBEDO = albedo.rgb * albedo_tex.rgb;
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	METALLIC = metallic;
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	ROUGHNESS = roughness;
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	SPECULAR = specular;
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}
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"
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[sub_resource type="Curve" id=2]
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max_value = 0.3
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_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.505236, 0.0821591 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=3]
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curve = SubResource( 2 )
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[resource]
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resource_name = "creek_platform_material"
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shader = SubResource( 1 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/specular = 0.5
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shader_param/metallic = 0.0
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shader_param/roughness = 0.0
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shader_param/point_size = 1.0
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/bubble_speed = 3.0
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shader_param/seed = null
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shader_param/texture_albedo = ExtResource( 1 )
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shader_param/bubble_curve = SubResource( 3 )
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