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exo1/shaders/pastouche/ground.gdshader
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exo1/shaders/pastouche/ground.gdshader
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shader_type canvas_item;
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// ET OUI, MEME LE SOL C'EST UN SHADER
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// Petite shader juste pour faire un ptit effet de perspective tiled sur le sol
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// J'avais la flemme de faire des belles textures lol
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uniform float skew_amount = 0.5;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec2 skewed_uv = UV;
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skewed_uv.x += (1.0 - UV.y) * skew_amount;
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COLOR = texture(TEXTURE, skewed_uv);
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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