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The time vector is the time interpolated with 0 using the ‘speed’ uniform as the interpolation factor. These are normalized values, so we can just multiply them with the time vector. The radian value then has sine and cosine functions applied to it to get the x and y coordinates. In the above image, we take the angle, use the modulus/remainder operator to limit the value to 360, then multiply by 3.1427(visual shader editor doesn’t have constants) and divide by 180 to get the corresponding radians. The visual shader graph is the following: Another one is ‘speed’, to indicate how fast the clouds go. Then, whenever you use this shader, Godot will present you with a little input labeled ‘Angle’ that you can set to anything. To do this, we start with a ScalarUniform we’ll name ‘Angle’. Furthermore, we will also need to make sure the input is limited to 360 degrees. So we’ll need to convert those degrees to radians. We can just use sine and cosine to calculate x and y modification from a radian angle, but most people prefer degrees for input. (The uv being a coordinate system that the texture is mapped onto) However, we’ll want to control in which direction the clouds move. This is as simple as taking the ‘time’ input and using a vector op to add it to the uv input of the clouds. So, the next step is getting the clouds to move. We’re getting to the point where the visual shader graph is a bit too big to really fit, so subsequent images are going to only show a small part, and you’ll have to imagine to integrate them into the whole. For this we’ll use a simple black and white texture.
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I want to show the overlaid area only when there’s no cloud shadow, so you get the effect of sun reflecting on the water. Next up, we’ll add some clouds to give the effect of an overhead sky. The second is that we also use vector interpolation to blend the multiply and the overlay 50% with the underlying texture. First is that the preview is useless here. In the above, you can see two things not mentioned. So we go from the most basic ‘canvas item’ visual shader: We do this in two passes: once with multiply, and once with overlay, so that the contrast gets increased nicely, as is typical of wet things in the real world. This looks a bit dull, so the first order is to blend them with the underlying tiles. We overlay these over terrain on a seperate tile layer: Starting out, these are the water tiles we have: Let’s break down what is done here! Blending I chose to use visual programming here because I imagine there’s people out there for whom regular programming is a bit intimidating, so here’s a confirmation that what I am about to do can be done in the visual programming interface. This may seem like a very overcomplicated thing, but visual programming always looks overcomplicated, as each block in visual programming is a single operation.
#Dwarf fortress ascii grphics cmove screen full#
Godot allows individual textures that are part of a tileset to have a shader assigned to them, so the following visual shader was set up: Image displaying the full visual shader graph. So I set up a tileset in Godot, with my water tiles as an ‘animated texture’ as one of the spritesheets/tileatlasses used for the tileset. But I am interested in water shaders in 2d, to spruce up the water effect I had going. In the case of water, there’s a ton of stuff out there on water shaders in 3d.
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![dwarf fortress ascii grphics cmove screen dwarf fortress ascii grphics cmove screen](https://discoverdf.files.wordpress.com/2012/07/untitled3-e1341977233808.jpg)
Godot also allows applying shaders to 2d graphics, even specific tile graphics. Krita for example uses shaders to make the canvas perform better, handling cursor and to display HDR images. But they’re also used in 2d graphics a lot. In game engines, shaders are most prominently used to calculate how a 3d object should be rendered, or shaded. Shaders are formally tiny programs that are specially written for the graphics card. This week, I investigated a different approach to game graphics: Shaders. So, last week I spend time on figuring out different animations in terms of raster animation that is then baked into the final tile.