src / player / player.gdshader

Attached Scenes

Note
No attached scenes.

Content

shader_type canvas_item;

uniform bool dashed = false;
uniform float fatigue = 0.0;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	if (dashed) {
		// hair: ffa33f (255, 163, 63)
		// leg:  c77f30 (199, 127, 48)
		if (COLOR.r > 0.7 && COLOR.b < 0.5 && COLOR.g > 0.4) {
			// only hair
			if (UV.y < 0.5) {
				COLOR = vec4(0.1, 0.8, 1.0, COLOR.a);
			}
		}
	}
	if (fatigue > 0.0) {
		if (COLOR.r > 0.8 && COLOR.b > 0.7 && COLOR.g > 0.7) {
			// only face
			if (UV.y < 0.5) {
				COLOR = vec4(COLOR.r,
					COLOR.g - (1.0 - fatigue),
					COLOR.b - (1.0 - fatigue),
					COLOR.a);
			}
		}
	}
	// Called for every pixel the material is visible on.
}

//void light() {
	// Called for every pixel for every light affecting the CanvasItem.
	// Uncomment to replace the default light processing function with this one.
//}