Initial commit

This commit is contained in:
gamer147
2026-04-01 17:16:58 -04:00
commit 0233cb6f46
71 changed files with 2376 additions and 0 deletions

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shader_type canvas_item;
uniform float threshold : hint_range(0.0, 1.0) = 0.01;
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
float brightness = max(tex_color.r, max(tex_color.g, tex_color.b));
if (brightness < threshold) {
discard;
}
COLOR = tex_color;
}

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uid://bd8ki8xwym5nc

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shader_type canvas_item;
uniform sampler2D flag_mask : source_color, hint_default_black;
uniform vec4 team_color : source_color = vec4(1.0, 0.0, 0.0, 1.0); // red by default
void fragment() {
vec4 base = texture(TEXTURE, UV);
float mask = texture(flag_mask, UV).r; // 1.0 on flag pixels, 0.0 on castle
// Use the grey luminance as a brightness multiplier on the team color
float brightness = base.r; // grey means R == G == B
vec4 tinted = vec4(team_color.rgb * brightness * 2.0, base.a);
// Blend: castle pixels stay grey, flag pixels get tinted
COLOR = mix(base, tinted, mask);
}

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uid://dakre5usldk6r