[gd_scene format=3 uid="uid://cc3qat6un2323"] [ext_resource type="Texture2D" uid="uid://xygpf7c886pj" path="res://Assets/Spritesheets/Trees/Medium_Oak_Tree.png" id="1_i2ia5"] [ext_resource type="PackedScene" uid="uid://d24gcv3umq60k" path="res://Entities/Characters/Utility/Occlusion/occlusion_culler.tscn" id="1_jbed0"] [sub_resource type="CircleShape2D" id="CircleShape2D_jbed0"] radius = 12.0 [sub_resource type="Shader" id="Shader_jbed0"] code = "shader_type canvas_item; uniform bool render_noise = false; uniform sampler2D noise_texture : repeat_enable; // set in inspector uniform float amplitude : hint_range(0.0, 0.5, 0.01) = 0.2; uniform float time_scale : hint_range(0.0, 5.0, 0.01) = 0.04; uniform float noise_scale : hint_range(0.0, 2.0, 0.0001) = 0.001; uniform float rotation_strength : hint_range(0.0, 5.0, 0.1) = 1; uniform vec2 rotation_pivot = vec2(0.5, 1); varying vec2 world_position; void vertex(){ world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy; } vec2 get_sample_pos(vec2 pos, float scale, float offset) { pos *= scale; pos += offset; return pos; } vec2 rotate_vec(vec2 vec, vec2 pivot, float rotation) { float cosa = cos(rotation); float sina = sin(rotation); vec -= pivot; return vec2( cosa * vec.x - sina * vec.y, cosa * vec.y + sina * vec.x ) + pivot; } void fragment() { // get noise from texture vec2 noise_sample_pos = get_sample_pos(world_position, noise_scale, TIME * time_scale); float noise_amount = texture(noise_texture, noise_sample_pos).r - 0.5f; // get rotation position around a pivot float rotation = amplitude * noise_amount; vec2 rotated_uvs = rotate_vec(UV, rotation_pivot, rotation); // blend original uvs and rotated uvs based on distance to pivot float dist = distance(UV, rotation_pivot) * rotation_strength; vec2 result_uvs = mix(UV, rotated_uvs, dist); // output color COLOR = texture(TEXTURE, result_uvs); // optional, preview noise texture for debugging if (render_noise) { vec4 noise_color = texture(noise_texture, noise_sample_pos); COLOR = noise_color; } }" [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_o0u4i"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_b23hf"] shader = SubResource("Shader_jbed0") shader_parameter/render_noise = false shader_parameter/noise_texture = SubResource("NoiseTexture2D_o0u4i") shader_parameter/amplitude = 0.05999999865888 shader_parameter/time_scale = 0.04 shader_parameter/noise_scale = 0.001 shader_parameter/rotation_strength = 1.0 shader_parameter/rotation_pivot = Vector2(0.5, 1) [sub_resource type="AtlasTexture" id="AtlasTexture_5otsd"] atlas = ExtResource("1_i2ia5") region = Rect2(32, 0, 32, 48) [sub_resource type="RectangleShape2D" id="RectangleShape2D_0srx6"] size = Vector2(6, 3) [node name="Tree 01" type="StaticBody2D" unique_id=2046930104] y_sort_enabled = true [node name="Occlusion Culler" parent="." unique_id=1362480066 node_paths=PackedStringArray("nodes_to_occlude") instance=ExtResource("1_jbed0")] nodes_to_occlude = [NodePath("../Sprite2D")] [node name="CollisionShape2D" type="CollisionShape2D" parent="Occlusion Culler" unique_id=731605527] position = Vector2(0, -10) shape = SubResource("CircleShape2D_jbed0") [node name="Sprite2D" type="Sprite2D" parent="." unique_id=1420512565] y_sort_enabled = true material = SubResource("ShaderMaterial_b23hf") position = Vector2(0, 8) texture = SubResource("AtlasTexture_5otsd") offset = Vector2(0, -8) [node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=870152657] position = Vector2(0, 6.5) shape = SubResource("RectangleShape2D_0srx6")