initial setup
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8
shaders/agent_shader.gdshader
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8
shaders/agent_shader.gdshader
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shader_type canvas_item;
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uniform sampler2D sim_texture;
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void fragment() {
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vec3 c = texture(sim_texture, UV).rgb;
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COLOR = vec4(c, 1.0);
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}
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11
shaders/dissolve.gdshader
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11
shaders/dissolve.gdshader
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shader_type canvas_item;
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uniform sampler2D sim_texture;
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uniform float decay_factor;
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void fragment() {
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float c = texture(sim_texture, UV).r;
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c = c * decay_factor;
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COLOR = vec4(c, c, c, 1.0);
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}
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1
shaders/dissolve.gdshader.uid
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1
shaders/dissolve.gdshader.uid
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uid://bj3v35wyy32la
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@@ -1,8 +0,0 @@
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shader_type canvas_item;
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void fragment() {
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vec3 c1 = vec3(0.0, 0.4, 0.4);
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vec3 c2 = vec3(0.4, 0.0, 0.4);
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vec3 cout = mix(c1, c2, UV.x);
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COLOR = vec4(cout, 1.0);
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}
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@@ -1,6 +1,6 @@
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shader_type canvas_item;
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uniform sampler2D view_texture;
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uniform sampler2D sim_texture;
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void fragment() {
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vec3 v = texture(view_texture, UV).rgb;
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