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||||
[ext_resource type="Texture2D" uid="uid://cdkpfj2ox2lw1" path="res://exo2/assets/parallax backgound pack/_11_background.png" id="11_0y34s"]
|
||||
[ext_resource type="Script" uid="uid://dgakeqjbc0eyv" path="res://pas_touche/inter_exo/lana_exo2.gd" id="13_wtyjt"]
|
||||
[ext_resource type="Texture2D" uid="uid://4g6qnykfjdba" path="res://exo1/assets/logo-CELL.png" id="13_yllor"]
|
||||
[ext_resource type="Shader" uid="uid://bxh7ct2ofg1xy" path="res://exo2/shaders/1_simple_noise_exemple.gdshader" id="14_yllor"]
|
||||
[ext_resource type="Shader" uid="uid://pie6shk758tp" path="res://exo2/shaders/2_read_screen_tex.gdshader" id="15_jp0bh"]
|
||||
[ext_resource type="Shader" uid="uid://djppqek35tujs" path="res://exo2/shaders/3_simple_vertex_shader.gdshader" id="16_0olsu"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_disjo"]
|
||||
radius = 50.0
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_s3b2g"]
|
||||
size = Vector2(12288, 1024)
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_yllor"]
|
||||
noise_type = 0
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_yllor"]
|
||||
noise = SubResource("FastNoiseLite_yllor")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_jp0bh"]
|
||||
shader = ExtResource("14_yllor")
|
||||
shader_parameter/speed = 0.5
|
||||
shader_parameter/noise_tex = SubResource("NoiseTexture2D_yllor")
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_wtyjt"]
|
||||
size = Vector2(500, 500)
|
||||
|
||||
[sub_resource type="LabelSettings" id="LabelSettings_yllor"]
|
||||
line_spacing = 0.0
|
||||
font_size = 50
|
||||
font_color = Color(0.187176, 0.187176, 0.187176, 1)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_0olsu"]
|
||||
shader = ExtResource("15_jp0bh")
|
||||
shader_parameter/new_green_color = Color(0.587817, 0.124166, 0.202083, 1)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pld4h"]
|
||||
shader = ExtResource("16_0olsu")
|
||||
|
||||
[node name="Exo2" type="Node2D"]
|
||||
|
||||
[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
|
||||
follow_viewport_enabled = true
|
||||
|
||||
[node name="ParallaxLayer1" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
|
||||
[node name="01Ground" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer1"]
|
||||
texture_repeat = 3
|
||||
position = Vector2(0, 795)
|
||||
texture = ExtResource("1_xfcy5")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 3092)
|
||||
|
||||
[node name="ParallaxLayer2" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2(0.4, 0.4)
|
||||
|
||||
[node name="02TreesAndBushes" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer2"]
|
||||
z_index = -1
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("2_opxly")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
region_filter_clip_enabled = true
|
||||
|
||||
[node name="ParallaxLayer3" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2(0.3, 0.3)
|
||||
|
||||
[node name="03DistantTrees" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer3"]
|
||||
z_index = -2
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("3_m53lj")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer4" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2(0.2, 0.2)
|
||||
|
||||
[node name="04Bushes" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer4"]
|
||||
z_index = -3
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("4_0c62v")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer5" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2(0.1, 0.1)
|
||||
|
||||
[node name="05Hill1" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer5"]
|
||||
z_index = -4
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("5_0kksg")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer6" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2(0.06, 0.06)
|
||||
|
||||
[node name="06Hill2" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer6"]
|
||||
z_index = -5
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("6_dq1cv")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer7" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
z_index = -7
|
||||
motion_scale = Vector2(0.03, 0.03)
|
||||
|
||||
[node name="07HugeClouds" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer7"]
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("7_yqvhb")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer8" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
z_index = -8
|
||||
motion_scale = Vector2(0.02, 0.02)
|
||||
|
||||
[node name="08Clouds" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer8"]
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("8_etnl4")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer9" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
z_index = -7
|
||||
motion_scale = Vector2(0.01, 0.01)
|
||||
|
||||
[node name="09DistantClouds1" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer9"]
|
||||
z_index = -9
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("9_jrtlg")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer10" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
z_index = -10
|
||||
motion_scale = Vector2(0.01, 0.01)
|
||||
|
||||
[node name="10DistantClouds" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer10"]
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("10_ck8c7")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="ParallaxLayer11" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
z_index = -11
|
||||
|
||||
[node name="11Background" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer11"]
|
||||
texture_repeat = 3
|
||||
texture = ExtResource("11_0y34s")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(0, 0, 12288, 1546)
|
||||
|
||||
[node name="LanaExo2" type="CharacterBody2D" parent="."]
|
||||
position = Vector2(-1137, 417)
|
||||
script = ExtResource("13_wtyjt")
|
||||
|
||||
[node name="Logo-cell" type="Sprite2D" parent="LanaExo2"]
|
||||
rotation = 3.14159
|
||||
scale = Vector2(0.05, 0.05)
|
||||
texture = ExtResource("13_yllor")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="LanaExo2"]
|
||||
position = Vector2(-2, -55)
|
||||
shape = SubResource("CircleShape2D_disjo")
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="LanaExo2"]
|
||||
|
||||
[node name="Ground" type="StaticBody2D" parent="."]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground"]
|
||||
position = Vector2(28, 978)
|
||||
shape = SubResource("RectangleShape2D_s3b2g")
|
||||
|
||||
[node name="Shaders" type="Node2D" parent="."]
|
||||
|
||||
[node name="1_SimpleNoiseTex" type="MeshInstance2D" parent="Shaders"]
|
||||
material = SubResource("ShaderMaterial_jp0bh")
|
||||
position = Vector2(-577, 289)
|
||||
mesh = SubResource("QuadMesh_wtyjt")
|
||||
|
||||
[node name="Label2" type="Label" parent="Shaders/1_SimpleNoiseTex"]
|
||||
offset_left = -333.0
|
||||
offset_top = -703.0
|
||||
offset_right = 1299.0
|
||||
offset_bottom = -220.0
|
||||
text = "1) Lecture de texture
|
||||
|
||||
Bon tu connais la chanson, va dans shaders et
|
||||
clique sur le shader avec 1 devant
|
||||
|
||||
Lis bien les commentaires du code ! (y'a un TODO)"
|
||||
label_settings = SubResource("LabelSettings_yllor")
|
||||
|
||||
[node name="2_ReadScreenTex" type="MeshInstance2D" parent="Shaders"]
|
||||
material = SubResource("ShaderMaterial_0olsu")
|
||||
position = Vector2(747, 189)
|
||||
mesh = SubResource("QuadMesh_wtyjt")
|
||||
|
||||
[node name="Label3" type="Label" parent="Shaders/2_ReadScreenTex"]
|
||||
offset_left = -233.0
|
||||
offset_top = -635.0
|
||||
offset_right = 1399.0
|
||||
offset_bottom = -221.0
|
||||
text = "2) Texture d'ecran
|
||||
|
||||
Bouge le noeud 2_ReadScreenTex
|
||||
sur l'ecran. Qu'est-ce qui se passe ? Va dans le shaders,
|
||||
et lis les commentaires
|
||||
(y'a un TODO)"
|
||||
label_settings = SubResource("LabelSettings_yllor")
|
||||
|
||||
[node name="3_SimpleVertexShader" type="MeshInstance2D" parent="Shaders"]
|
||||
material = SubResource("ShaderMaterial_pld4h")
|
||||
position = Vector2(2363, 189)
|
||||
mesh = SubResource("QuadMesh_wtyjt")
|
||||
|
||||
[node name="Label3" type="Label" parent="Shaders/3_SimpleVertexShader"]
|
||||
offset_left = -233.0
|
||||
offset_top = -635.0
|
||||
offset_right = 1399.0
|
||||
offset_bottom = -221.0
|
||||
text = "3) Simple vertex shader
|
||||
|
||||
Regarde le code
|
||||
et lis les commentaires
|
||||
(y'a un TODO)"
|
||||
label_settings = SubResource("LabelSettings_yllor")
|
||||
|
||||
[node name="Labels" type="Node2D" parent="Shaders"]
|
||||
|
||||
[node name="Label" type="Label" parent="Shaders/Labels"]
|
||||
offset_left = -2214.0
|
||||
offset_top = -324.0
|
||||
offset_right = -582.0
|
||||
offset_bottom = -117.0
|
||||
text = "Bienvenue dans l'exo 2 !
|
||||
Finit les tableaux, on va voir des shaders plus
|
||||
utiles et interessants !"
|
||||
label_settings = SubResource("LabelSettings_yllor")
|
18
exo2/scripts/cam_follow.gd
Normal file
|
@ -0,0 +1,18 @@
|
|||
extends Camera2D
|
||||
|
||||
@export var lana : Lana
|
||||
@export var lerp_speed := 10
|
||||
|
||||
var target_pos : Vector2
|
||||
|
||||
func _ready() -> void:
|
||||
target_pos = lana.position
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
#var screen_center : Vector2 = get_screen_center_position()
|
||||
var diff := lana.position.x - target_pos.x
|
||||
var screen_size := get_viewport_rect().size.x
|
||||
if abs(diff) > screen_size / 2:
|
||||
target_pos.x += screen_size * sign(diff)
|
||||
|
||||
position.x = lerp(position.x, target_pos.x, lerp_speed*delta)
|
1
exo2/scripts/cam_follow.gd.uid
Normal file
|
@ -0,0 +1 @@
|
|||
uid://0cv88akfi7rx
|
22
exo2/shaders/1_simple_noise_exemple.gdshader
Normal file
|
@ -0,0 +1,22 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
// Uniform c'est comme les exports en gdscripts. Pour y avoir acces et les changer :
|
||||
// Va dans l'inspecteur de Exo2/Shaders/1_SimpleNoiseTex (dans ta scene)
|
||||
// Va dans la partie CanvasItem
|
||||
// Clique sur Material (de canvasItem fais attention)
|
||||
// Clique sur l'onglet Shader Parameters
|
||||
uniform float speed;
|
||||
uniform sampler2D noise_tex : repeat_enable;
|
||||
|
||||
|
||||
void fragment() {
|
||||
vec2 new_uv = UV + speed * TIME * vec2(1, 1);
|
||||
COLOR.a = texture(noise_tex, new_uv).r;
|
||||
// Color.a c'est l'alpha. alpha de 0 : l'objet est transparent. alpha de 1 l'objet est visible
|
||||
// .r car la texture renvoie une couleur, et on veut juste un float
|
||||
}
|
||||
// Change un peu les parametres, voir ce que ca fait.
|
||||
// TODO :
|
||||
// Change la couleur, je veux du bleu pas du blanc.
|
||||
// Dans Noise Tex, change le Noise Type.
|
||||
// Je pense Cellular donne un bon truc
|
1
exo2/shaders/1_simple_noise_exemple.gdshader.uid
Normal file
|
@ -0,0 +1 @@
|
|||
uid://bxh7ct2ofg1xy
|
34
exo2/shaders/2_read_screen_tex.gdshader
Normal file
|
@ -0,0 +1,34 @@
|
|||
shader_type canvas_item;
|
||||
render_mode blend_disabled;
|
||||
|
||||
// On definit un uniform, donc quelque chose que le shader a en input
|
||||
// ici hint_screen_texture signifie qu'on recupere la texture de l'ecran
|
||||
// repeat_disable qu'on souhaite pas que la texture soit infinie et se repete
|
||||
// filter_nearest qu'on veut pas d'interpolation bizzare
|
||||
uniform sampler2D screen_tex : hint_screen_texture, repeat_disable, filter_nearest;
|
||||
uniform vec3 new_green_color : source_color;
|
||||
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
vec3 screen_color = texture(screen_tex, SCREEN_UV).rgb;
|
||||
// Le produit scalaire (dot) est tres utile pour avoir une sorte de distance entre deux vecteurs
|
||||
// On veut savoir si le pixel derriere est vert,
|
||||
// donc on compare ca au vecteur vert rgb normalize (vec3(0, 1, 0))
|
||||
bool is_green = dot(normalize(screen_color), vec3(0, 1, 0)) > 0.69;
|
||||
if (is_green){
|
||||
// Moyenne ponderee, pour eviter d'avoir que du rouge (trop flat)
|
||||
COLOR.rgb = (3.0*new_green_color + screen_color)/4.0;
|
||||
}
|
||||
else{
|
||||
COLOR.rgb = screen_color;
|
||||
}
|
||||
// TODO
|
||||
// Ajoute du bruit, je veux que les feuilles aient du bruit
|
||||
// Ajoute une sorte de cadre, je veux bien voir les bordures de l'effet
|
||||
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
1
exo2/shaders/2_read_screen_tex.gdshader.uid
Normal file
|
@ -0,0 +1 @@
|
|||
uid://pie6shk758tp
|
14
exo2/shaders/3_simple_vertex_shader.gdshader
Normal file
|
@ -0,0 +1,14 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
void vertex() {
|
||||
VERTEX.y = sin(TIME);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
1
exo2/shaders/3_simple_vertex_shader.gdshader.uid
Normal file
|
@ -0,0 +1 @@
|
|||
uid://djppqek35tujs
|