slowly descending into madness
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BIN
particle_data.png
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BIN
particle_data.png
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34
particle_data.png.import
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34
particle_data.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://coag6vc2dufc8"
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path="res://.godot/imported/particle_data.png-716496d42425e62be8fcb686aebac5dd.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://particle_data.png"
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dest_files=["res://.godot/imported/particle_data.png-716496d42425e62be8fcb686aebac5dd.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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25
shaders/point_draw_shader.gdshader
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25
shaders/point_draw_shader.gdshader
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@@ -0,0 +1,25 @@
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shader_type canvas_item;
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//render_mode skip_vertex_transform;
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uniform sampler2D point_texture;
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uniform ivec2 point_texture_size;
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uniform ivec2 canvas_size;
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void vertex() {
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int id = INSTANCE_ID;
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int x = id % point_texture_size.x;
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int y = id / point_texture_size.x;
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// This feels dumb
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vec2 uv = vec2(float(x), float(y));
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vec4 point_data = texture(point_texture, uv);
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vec2 pos = point_data.xy;
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float angle = point_data.z;
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VERTEX=pos;
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}
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void fragment() {
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COLOR=vec4(1, 1, 1, 1);
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}
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1
shaders/point_draw_shader.gdshader.uid
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1
shaders/point_draw_shader.gdshader.uid
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@@ -0,0 +1 @@
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uid://bq044vr2240p4
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@@ -7,6 +7,8 @@ uniform ivec2 point_texture_size;
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uniform ivec2 canvas_size;
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uniform float point_speed;
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varying vec4 data;
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// Snippets of code drawn from https://gist.github.com/Bleuje/1e497df4505ca24c39ab3930a95700b3
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float gn(in vec2 coordinate, in float seed){
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return fract(tan(distance(coordinate*(seed+0.118446744073709551614), vec2(0.118446744073709551614, 0.314159265358979323846264)))*0.141421356237309504880169);
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@@ -17,7 +19,7 @@ float trail_at_pos(vec2 uv) {
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}
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void vertex() {
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int id = VERTEX_ID;
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int id = INSTANCE_ID;
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int x = id % point_texture_size.x;
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int y = id / point_texture_size.x;
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// This feels dumb
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@@ -25,14 +27,12 @@ void vertex() {
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vec4 point_data = texture(point_texture, uv);
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vec2 pos = point_data.xy;
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pos += vec2(5000.0, 5000.0);
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float angle = point_data.z;
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VERTEX = pos/vec2(canvas_size);
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//COLOR = vec4(pos, angle, point_data.z)
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COLOR=vec4(1, 1, 1, 1);
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//COLOR = vec4(0.2, 0.0, 0.0, 1.0)
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data=vec4(pos, angle, point_data.z);
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}
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void fragment() {
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}
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COLOR=data;
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}
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@@ -13,12 +13,15 @@ var point_texture_height: int:
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@export var decay_factor: float = 0.95
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@export var rng_seed: int = 10074
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@onready var points: MultiMesh = $SubViewport/PointMesh.multimesh
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@onready var points: MultiMesh = %PointUpdateViewport/PointMesh.multimesh
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@onready var points_draw: MultiMesh = %PointDrawViewport/PointMesh.multimesh
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@onready var view := $View
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@onready var pass_viewport := $SubViewport
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@onready var pass2_viewport := $SubViewport2
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@onready var point_shader: ShaderMaterial = $SubViewport/PointMesh.material
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@onready var trail_shader: ShaderMaterial = $SubViewport2/Pass.material
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@onready var point_update_vp := %PointUpdateViewport
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@onready var trail_update_vp := %TrailUpdateViewport
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@onready var point_draw_vp := %PointDrawViewport
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@onready var point_shader: ShaderMaterial = %PointUpdateViewport/PointMesh.material
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@onready var trail_shader: ShaderMaterial = %TrailUpdateViewport/Pass.material
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@onready var point_draw_shader: ShaderMaterial = %PointDrawViewport/PointMesh.material
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var _frame_count: int = 0
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var point_texture: ImageTexture = null
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@@ -30,9 +33,9 @@ func populate_points() -> void:
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var point_data_image: Image = Image.create_empty(point_texture_width, point_texture_height, false, Image.FORMAT_RGBAF)
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for i in point_count:
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var pos: Vector2 = Vector2(
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rng.randf_range(0, render_width), rng.randf_range(0, render_height)
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rng.randf_range(0, 1.0), rng.randf_range(0, 1.0)
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)
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var angle: float = rng.randf_range(0, TAU)
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var angle: float = rng.randf_range(0, 1.0)
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var x = i % point_texture_width
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@warning_ignore("integer_division")
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@@ -40,13 +43,21 @@ func populate_points() -> void:
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point_data_image.set_pixel(x, y, Color(pos.x, pos.y, angle, 1.0))
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# Lets keep original positions at 0 instead of doing the below
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var t: Transform2D = Transform2D(0, pos)
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var t: Transform2D = Transform2D()
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points.set_instance_transform_2d(i, t)
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var render_size := Vector2i(render_width, render_height);
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var point_texture_size := Vector2i(point_texture_width, point_texture_height)
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point_texture = ImageTexture.create_from_image(point_data_image)
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point_shader.set_shader_parameter("point_texture", point_texture)
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point_shader.set_shader_parameter("point_texture_size", Vector2(point_texture_width, point_texture_height))
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point_shader.set_shader_parameter("canvas_size", Vector2(1920, 1080))
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point_shader.set_shader_parameter("point_texture_size", point_texture_size)
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point_shader.set_shader_parameter("canvas_size", render_size)
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point_shader.set_shader_parameter("point_speed", point_speed)
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point_draw_shader.set_shader_parameter("point_texture", point_texture)
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point_draw_shader.set_shader_parameter("point_texture_size", point_texture_size)
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point_draw_shader.set_shader_parameter("canvas_size", render_size)
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points_draw = points
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func _ready():
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@@ -75,14 +86,16 @@ func _create_initial_sim_texture(width: int, height: int) -> ImageTexture:
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func _initialize_render(_width: int, _height: int) -> void:
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rd = RenderingServer.get_rendering_device()
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trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
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trail_shader.set_shader_parameter("trail_texture", point_update_vp.get_texture().get_rid())
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trail_shader.set_shader_parameter("decay_factor", decay_factor)
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func _render_process(frame_count: int) -> void:
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if frame_count > 0:
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point_shader.set_shader_parameter("trail_texture", pass2_viewport.get_texture().get_rid())
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point_shader.set_shader_parameter("trail_texture", trail_update_vp.get_texture().get_rid())
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point_shader.set_shader_parameter("agent_texture", point_update_vp.get_texture().get_rid())
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view.texture = point_texture.get_rid()
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trail_shader.set_shader_parameter("decay_factor", decay_factor)
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#trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
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# point_shader.set_shader_parameter("sim_texture", pass2_viewport.get_texture().get_rid())
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#trail_shader.set_shader_parameter("trail_texture", point_update_vp.get_texture().get_rid())
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# point_shader.set_shader_parameter("sim_texture", trail_update_vp.get_texture().get_rid())
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@@ -1,25 +1,15 @@
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[gd_scene load_steps=11 format=3 uid="uid://0q5qa7yiya83"]
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[gd_scene load_steps=13 format=3 uid="uid://0q5qa7yiya83"]
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[ext_resource type="Script" uid="uid://c6et88s5hp5c7" path="res://slime_simulation.gd" id="1_s6nlv"]
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[ext_resource type="Shader" uid="uid://cwt4a55lblykn" path="res://shaders/point_shader.gdshader" id="2_pxe3a"]
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[ext_resource type="Shader" uid="uid://cwt4a55lblykn" path="res://shaders/point_update_shader.gdshader" id="2_pxe3a"]
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[ext_resource type="Shader" uid="uid://bq044vr2240p4" path="res://shaders/point_draw_shader.gdshader" id="3_g2c28"]
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[ext_resource type="Shader" uid="uid://bj3v35wyy32la" path="res://shaders/dissolve.gdshader" id="3_s6nlv"]
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[sub_resource type="QuadMesh" id="QuadMesh_h0wwo"]
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size = Vector2(1920, 1080)
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[sub_resource type="ViewportTexture" id="ViewportTexture_s6nlv"]
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viewport_path = NodePath("SubViewport")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_s6nlv"]
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shader = ExtResource("2_pxe3a")
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shader_parameter/point_texture_size = Vector2i(0, 0)
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shader_parameter/canvas_size = Vector2i(0, 0)
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shader_parameter/point_speed = 0.0
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[sub_resource type="PointMesh" id="PointMesh_g2c28"]
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[sub_resource type="MultiMesh" id="MultiMesh_vkm4v"]
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mesh = SubResource("PointMesh_g2c28")
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[sub_resource type="ViewportTexture" id="ViewportTexture_g2c28"]
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viewport_path = NodePath("TrailUpdateViewport/PointDrawViewport")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_g2c28"]
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shader = ExtResource("3_s6nlv")
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@@ -28,26 +18,32 @@ shader_parameter/decay_factor = 0.99
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[sub_resource type="QuadMesh" id="QuadMesh_s6nlv"]
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size = Vector2(1920, 1080)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_vkm4v"]
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shader = ExtResource("3_g2c28")
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shader_parameter/point_texture_size = Vector2i(0, 0)
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shader_parameter/canvas_size = Vector2i(0, 0)
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[sub_resource type="PointMesh" id="PointMesh_g2c28"]
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[sub_resource type="MultiMesh" id="MultiMesh_vkm4v"]
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mesh = SubResource("PointMesh_g2c28")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_s6nlv"]
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shader = ExtResource("2_pxe3a")
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shader_parameter/point_texture_size = Vector2i(0, 0)
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shader_parameter/canvas_size = Vector2i(0, 0)
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shader_parameter/point_speed = 0.0
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[node name="SlimeSimulation" type="Node2D"]
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script = ExtResource("1_s6nlv")
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[node name="View" type="MeshInstance2D" parent="."]
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position = Vector2(960, 540)
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mesh = SubResource("QuadMesh_h0wwo")
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texture = SubResource("ViewportTexture_s6nlv")
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texture = SubResource("ViewportTexture_g2c28")
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[node name="SubViewport" type="SubViewport" parent="."]
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disable_3d = true
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transparent_bg = true
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handle_input_locally = false
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size = Vector2i(1920, 1080)
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render_target_update_mode = 4
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[node name="PointMesh" type="MultiMeshInstance2D" parent="SubViewport"]
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material = SubResource("ShaderMaterial_s6nlv")
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multimesh = SubResource("MultiMesh_vkm4v")
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[node name="SubViewport2" type="SubViewport" parent="."]
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[node name="TrailUpdateViewport" type="SubViewport" parent="."]
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unique_name_in_owner = true
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disable_3d = true
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transparent_bg = true
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handle_input_locally = false
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@@ -55,7 +51,31 @@ snap_2d_vertices_to_pixel = true
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size = Vector2i(1920, 1080)
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render_target_update_mode = 4
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[node name="Pass" type="MeshInstance2D" parent="SubViewport2"]
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[node name="Pass" type="MeshInstance2D" parent="TrailUpdateViewport"]
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material = SubResource("ShaderMaterial_g2c28")
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position = Vector2(960, 540)
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mesh = SubResource("QuadMesh_s6nlv")
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[node name="PointDrawViewport" type="SubViewport" parent="TrailUpdateViewport"]
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unique_name_in_owner = true
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disable_3d = true
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transparent_bg = true
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handle_input_locally = false
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size = Vector2i(1920, 1080)
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render_target_update_mode = 4
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[node name="PointMesh" type="MultiMeshInstance2D" parent="TrailUpdateViewport/PointDrawViewport"]
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material = SubResource("ShaderMaterial_vkm4v")
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multimesh = SubResource("MultiMesh_vkm4v")
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[node name="PointUpdateViewport" type="SubViewport" parent="TrailUpdateViewport/PointDrawViewport"]
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unique_name_in_owner = true
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disable_3d = true
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transparent_bg = true
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handle_input_locally = false
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size = Vector2i(1920, 1080)
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render_target_update_mode = 4
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[node name="PointMesh" type="MultiMeshInstance2D" parent="TrailUpdateViewport/PointDrawViewport/PointUpdateViewport"]
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material = SubResource("ShaderMaterial_s6nlv")
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multimesh = SubResource("MultiMesh_vkm4v")
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