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| # Loads a scene in the background using a seperate thread and a queue. | |
| # Foreach new scene there will be an instance of ResourceInteractiveLoader | |
| # that will raise an on_scene_loaded event once the scene has been loaded. | |
| # Hooking the on_progress event will give you the current progress of any | |
| # scene that is being processed in realtime. The loader also uses caching | |
| # to avoid duplicate loading of scenes and it will prevent loading the | |
| # same scene multiple times concurrently. | |
| # | |
| # Sample usage: | |
| # |
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| shader_type canvas_item; | |
| uniform vec4 edge_color : hint_color = vec4(0.4, 0.4,0.4,1); | |
| uniform vec2 resolution = vec2(800.0,600.0); | |
| void fragment(){ | |
| float width = resolution.x; | |
| float height = resolution.y; | |
| float w = 1.0 / width; | |
| float h = 1.0 / height; |
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| shader_type canvas_item; | |
| uniform vec4 col : hint_color; | |
| uniform float eff_str = 0.8; | |
| float rand(float x){ | |
| return fract(cos(x) * 2345.6789); | |
| } | |
| float triangle(float x){ | |
| return abs(1.0 - mod(abs(x), 2.0)) * 2.0 - 1.0; | |
| } | |
| void fragment() |