diff --git a/shaders/pageflip2.gdshader b/shaders/pageflip2.gdshader index b3298db..7e8f032 100644 --- a/shaders/pageflip2.gdshader +++ b/shaders/pageflip2.gdshader @@ -10,6 +10,11 @@ const vec2 scale = vec2(1, 1); // Scale of the texture const vec2 start_flip_pos = vec2(1.0, 0.0); // Starting position of the flip const vec2 end_flip_pos = vec2(0, 1); // Ending position of the flip +uniform vec2 atlas_offset = vec2(0.0); // Offset dans l'atlas +uniform vec2 atlas_size = vec2(1.0); // Taille de la région dans l'atlas + + + // Function to calculate the vector from a line to a point vec2 Line2point(vec2 linePoint, vec2 lineDire, vec2 point) { lineDire = normalize(lineDire); // Normalize the direction of the line @@ -28,6 +33,7 @@ void fragment() { // Resize the texture coordinates before the buffer vec2 uv = vec2((UV.x - 0.5) * x_buffer + 0.5, (UV.y - 0.5) * y_buffer + 0.5); + uv = UV * atlas_size + atlas_offset; // Interpolate flip position based on flip_param vec2 flip_pos = mix(start_flip_pos, end_flip_pos, flip_param); diff --git a/shaders/pageflip2.gdshader.uid b/shaders/pageflip2.gdshader.uid new file mode 100644 index 0000000..01d21ff --- /dev/null +++ b/shaders/pageflip2.gdshader.uid @@ -0,0 +1 @@ +uid://5gsjq7w5fcou diff --git a/shaders/pageflipweb.gdshader b/shaders/pageflipweb.gdshader new file mode 100644 index 0000000..bb0a766 --- /dev/null +++ b/shaders/pageflipweb.gdshader @@ -0,0 +1,145 @@ +shader_type canvas_item; + +// Scale and mouse position as input parameters +const vec2 scale = vec2(1, 1); + +uniform float dim_color_scale : hint_range(0.0, 1.0) = 0.5; +uniform float pos_x : hint_range(0.0, 1.0) = 0.0001 ; +uniform float pos_y : hint_range(0.0, 1.0) = 0.05; + +// Helper function to calculate the distance between a point and a line +vec2 Line2point(vec2 linePoint, vec2 lineDire, vec2 point) { + lineDire = normalize(lineDire); + vec2 line2Ori = -linePoint - dot(-linePoint, lineDire) * lineDire; + vec2 p2Ori = -point - dot(-point, lineDire) * lineDire; + return line2Ori - p2Ori; +} + +// Function to blend two colors based on their alpha values +vec4 ColorWithA(vec4 oldCol, vec4 newCol) { + vec4 finalCol; + if ((newCol.a + oldCol.a) >= 1.0) { + finalCol.rgb = newCol.rgb; + finalCol.a = 1.0; + } else { + finalCol.rgb = newCol.a / (newCol.a + oldCol.a) * newCol.rgb + oldCol.a / (newCol.a + oldCol.a) * oldCol.rgb; + finalCol.a = oldCol.a + newCol.a; + } + return finalCol; +} + +void fragment() { + // Initialize mouse position and final color + vec2 mouse_pos = vec2(-1., -1.); + vec2 uv = UV; + vec4 finalColor = vec4(0.0); // Transparent color initially + + // Adjust scale to maintain aspect ratio of the sprite + float scale_min = scale.x / scale.y; + vec2 uv_max = vec2(scale_min, 1.0); + float trueScale; + + if (scale.y < scale.x) { + scale_min = scale.y / scale.x; + uv.y = uv.y * scale_min; + uv_max = vec2(1.0, scale_min); + trueScale = scale.x; + } else { + uv.x = uv.x * scale_min; + trueScale = scale.y; + } + + // Normalize mouse position based on the texture pixel size + mouse_pos.x = pos_x * (1.0 / TEXTURE_PIXEL_SIZE.x); + mouse_pos.y = pos_y * (1.0 / TEXTURE_PIXEL_SIZE.y); + vec2 normalized_mouse = mouse_pos * uv_max; + + // Default texture color assignment + COLOR = texture(TEXTURE, uv); + + // Calculate sprite's position relative to the mouse + vec2 pPos = uv / TEXTURE_PIXEL_SIZE * trueScale; + + // Only process if the mouse position is valid + if (normalized_mouse.x > -0.0001) { + vec2 left_bottom = vec2(0.0, uv_max.y / TEXTURE_PIXEL_SIZE.y * trueScale); + vec2 midpoint = (normalized_mouse - left_bottom) / 2.0 + left_bottom; + vec2 midDirect = normalize(vec2(-(normalized_mouse - left_bottom).y, (normalized_mouse - left_bottom).x)); + + // Calculate flip interactions + vec2 sharpPoint = vec2(0.0, midpoint.y - midDirect.y / midDirect.x * midpoint.x); + vec2 flipEdgeDire = normalize(sharpPoint - normalized_mouse); + + vec2 sharpPointB = vec2(midpoint.x - midDirect.x / midDirect.y * (midpoint - left_bottom).y, left_bottom.y); + vec2 flipEdgeDireB = normalize(sharpPointB - normalized_mouse); + + // Flip logic based on mouse distance and angle + float cyOriOff = length(normalized_mouse - left_bottom); + if (cyOriOff > 100.0) cyOriOff = 100.0; + float cyR = cyOriOff * 2.0 / PI; + + vec2 midlineToP = Line2point(midpoint, midDirect, pPos); + vec2 sideEdgeToP = Line2point(normalized_mouse, flipEdgeDire, pPos); + vec2 BottomEdgeToP = Line2point(normalized_mouse, flipEdgeDireB, pPos); + + vec2 cyOriToP = midlineToP - normalize(normalized_mouse - left_bottom) * cyOriOff; + vec2 cyEdgeToP = midlineToP - normalize(normalized_mouse - left_bottom) * (cyOriOff - cyR); + + bool atBG = (cyOriToP).x <= -0.01; + bool atPageBack = !atBG && (sideEdgeToP.y > 0.0) && (BottomEdgeToP.x <= 0.0); + bool atCy = cyEdgeToP.x >= 0.0 && (cyOriToP).x <= 0.0; + bool atCyPage = false; + + float shadow = 1.0; + vec2 uvCy, uvCyB; + + // Handle flip state and apply shadow effect + if (atCy) { + vec2 cyOri = pPos - cyOriToP; + vec2 trueDis = cyR * asin(length(cyOriToP) / cyR) * normalize(cyOriToP); + vec2 truePos = cyOri + trueDis; + + uvCyB = truePos * TEXTURE_PIXEL_SIZE / trueScale; + shadow *= 1.0 - pow(length(trueDis) / (cyR * PI / 2.0), 3.0); + + // Determine if we are on the flip side of the page + if ((BottomEdgeToP.x < 0.0) && (sideEdgeToP.y > 0.0)) { + atCyPage = true; + uvCy = vec2(length(sideEdgeToP), left_bottom.y - length(BottomEdgeToP)) * TEXTURE_PIXEL_SIZE / trueScale; + } + + if (uvCyB.x > uv_max.x || uvCyB.y > uv_max.y || uvCyB.x <= 0.0 || uvCyB.y <= 0.0) { + atCy = false; + } + } + + // Blend final color based on conditions + COLOR = vec4(0.0); // Reset COLOR + + if (!atBG && !atCy) { + vec4 color = texture(TEXTURE, uv); + finalColor = color; + } + + if (atCy) { + vec4 cyColor = texture(TEXTURE, uvCyB); + finalColor = cyColor; + } + + if (atCyPage) { + vec4 cyPageColor = texture(TEXTURE, uvCy); + cyPageColor.xyz *= dim_color_scale; // Dim the color slightly + finalColor = mix(finalColor, cyPageColor, cyPageColor.a); + } else if (atPageBack) { // If the fragment is on the flipped page, adjust the color for the back of the page + uv = vec2(length(sideEdgeToP), left_bottom.y - length(BottomEdgeToP)) * TEXTURE_PIXEL_SIZE / trueScale; + vec4 pageBackColor = texture(TEXTURE, uv); + pageBackColor.xyz *= dim_color_scale; // Dim the back page color + finalColor = mix(finalColor, pageBackColor, pageBackColor.a); + } + + COLOR = finalColor; + } + else{ + + } +} diff --git a/shaders/pageflipweb.gdshader.uid b/shaders/pageflipweb.gdshader.uid new file mode 100644 index 0000000..0bbf103 --- /dev/null +++ b/shaders/pageflipweb.gdshader.uid @@ -0,0 +1 @@ +uid://bfbb27u1p782f diff --git a/shaders/pageflipweb.tres b/shaders/pageflipweb.tres new file mode 100644 index 0000000..1398e9b --- /dev/null +++ b/shaders/pageflipweb.tres @@ -0,0 +1,12 @@ +[gd_resource type="VisualShader" format=3 uid="uid://bxy88pmtcbiq6"] + +[resource] +code = "shader_type canvas_item; +render_mode blend_mix; + + + +" +graph_offset = Vector2(-44.3781, -104.923) +mode = 1 +flags/light_only = false