rendering fixes
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@@ -101,9 +101,8 @@ curve = SubResource("Curve_gcpng")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_gcpng"]
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shader = ExtResource("9_k5i88")
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shader_parameter/target_tex_size = Vector2(427, 240)
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shader_parameter/color_steps = 24.0
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shader_parameter/color_min = 0.0
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shader_parameter/color_max = 0.999999977648
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shader_parameter/color_curve = SubResource("CurveTexture_5747v")
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[sub_resource type="ViewportTexture" id="ViewportTexture_dp7jk"]
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@@ -189,7 +188,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.8011624, 1.3881333, 4.88327
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mesh = SubResource("BoxMesh_oslft")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/Cieling"]
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transform = Transform3D(-4.371138e-08, -1, -8.742278e-08, 1, -4.371139e-08, 8.742278e-08, -8.742278e-08, -8.742278e-08, 1, -1.085567, 0.17431808, 3.1567752)
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transform = Transform3D(-4.371138e-08, -1, -8.742278e-08, 1, -4.371139e-08, 8.742278e-08, -8.742278e-08, -8.742278e-08, 1, -1.085567, 0.19348681, 3.156775)
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mesh = SubResource("BoxMesh_gcpng")
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[node name="back wall" type="Node3D" parent="SubViewportContainer/SubViewport"]
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@@ -218,12 +217,12 @@ skeleton = NodePath("../../Fake lights")
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[node name="Fake lights" type="Node3D" parent="SubViewportContainer/SubViewport"]
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[node name="OmniLight3D3" type="OmniLight3D" parent="SubViewportContainer/SubViewport"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.4813757, 1.2506423, 4.327849)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.8505666, 1.2506423, 4.1084437)
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light_color = Color(1, 0.6068378, 0.4258487, 1)
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light_indirect_energy = 0.0
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shadow_enabled = true
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omni_range = 11.183
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omni_attenuation = 1.538
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omni_range = 2.081
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omni_attenuation = 3.068
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[node name="AnimationPlayer" type="AnimationPlayer" parent="SubViewportContainer/SubViewport/OmniLight3D3"]
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libraries = {
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@@ -286,6 +285,10 @@ material = SubResource("FogMaterial_dp7jk")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="SubViewportContainer/SubViewport"]
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environment = SubResource("Environment_dp7jk")
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[node name="tmp phone light" type="OmniLight3D" parent="SubViewportContainer/SubViewport"]
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transform = Transform3D(0.5765749, 0.8170443, 0, -0.8170443, 0.5765749, 0, 0, 0, 1, -2.4286354, 2.0967534, -0.82138157)
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light_energy = 0.05
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[node name="TextureRect" type="TextureRect" parent="."]
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material = SubResource("ShaderMaterial_gcpng")
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anchors_preset = 15
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@@ -1,25 +1,25 @@
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shader_type canvas_item;
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uniform vec2 target_tex_size = vec2(1280,720);
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uniform float color_steps:hint_range(1.0, 255.0, 1.0);
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uniform float color_min:hint_range(0.0, 1.0, 0.01) = 0;
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uniform float color_max:hint_range(0.0, 1.0, 0.01) = 1;
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uniform sampler2D color_curve;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.
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texSize = texSize / 4.;
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ivec2 intUv = ivec2(texSize * UV);
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vec2 flooredUv = vec2(intUv) / texSize;
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//vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.
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//texSize = texSize / 4.;
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ivec2 intUv = ivec2(target_tex_size * UV);
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vec2 flooredUv = vec2(intUv) / target_tex_size;
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vec3 fullColor = texture(TEXTURE,flooredUv).rgb;
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//vec3 strechedColor = (fullColor - color_min) / color_max;
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vec3 strechedColor = vec3(
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texture(color_curve,vec2(fullColor.r,0)).r,
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texture(color_curve,vec2(fullColor.g,0)).r,
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texture(color_curve,vec2(fullColor.b,0)).r);
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texture(color_curve,vec2(fullColor.g,0)).g,
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texture(color_curve,vec2(fullColor.b,0)).b);
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vec3 scaledColor = strechedColor * color_steps;
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vec3 roundColor = round(scaledColor);
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vec3 backScaledColor = roundColor / color_steps;
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