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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D tileset : filter_nearest;
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void vertex() {
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}
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void fragment() {
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vec4 textureColor = texture(tileset, UV) * COLOR;
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if(textureColor.a == 0.0)
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discard;
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ALBEDO = textureColor.rgb;
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}
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@@ -1 +0,0 @@
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uid://67hsyo0qqlfm
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@@ -1,39 +0,0 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D npcTexture : filter_nearest;
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uniform int frame;
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uniform int direction;
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const int FRAMES = 3;
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const int DIRECTIONS = 4;
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void vertex() {
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vec2 tileSize = vec2(1.0 / float(FRAMES), 1.0 / float(DIRECTIONS));
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vec2 topLeft = tileSize * vec2(float(frame % FRAMES), float(direction % DIRECTIONS));
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vec2 bottomRight = topLeft + tileSize;
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if(VERTEX_ID == 3) {
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UV = topLeft;
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} else if(VERTEX_ID == 2) {
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UV = vec2(bottomRight.x, topLeft.y);
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} else if(VERTEX_ID == 1) {
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UV = vec2(topLeft.x, bottomRight.y);
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} else if(VERTEX_ID == 0) {
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UV = bottomRight;
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}
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}
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void fragment() {
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vec4 npcColor = texture(npcTexture, UV);
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// Remove PINK background
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if(npcColor.r == 1.0 && npcColor.g == 0.0 && npcColor.b == 1.0)
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discard;
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// Remove GREEN borders
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if(npcColor.r == 0.00392156862745 && npcColor.g == 1.0 && npcColor.b == 0.0)
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discard;
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ALBEDO.rgb = npcColor.rgb;
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}
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@@ -1 +0,0 @@
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uid://7h2axb2tsh17
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