Un shader de transition entre les scènes
ça fait plus propre braw
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16
shaders/transition_shader.gdshader
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16
shaders/transition_shader.gdshader
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shader_type canvas_item;
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render_mode unshaded;
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uniform float cutoff: hint_range(0.0, 1.0);
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uniform float smooth_size: hint_range(0.0, 0.1);
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uniform sampler2D mask: hint_default_black;
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void fragment() {
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float value = texture(mask, UV).r;
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float alpha = smoothstep(
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cutoff,
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cutoff + smooth_size,
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value * (1.0 - smooth_size) + smooth_size
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);
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COLOR = vec4(COLOR.rgb, alpha);
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}
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