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https://github.com/litruv/PNGTuber-Plus.git
synced 2026-07-24 02:26:02 +10:00
added blend modes
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122
ui_scenes/selectedSprite/opacity_blend.gdshader
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122
ui_scenes/selectedSprite/opacity_blend.gdshader
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@@ -0,0 +1,122 @@
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shader_type canvas_item;
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uniform float opacity : hint_range(0.0, 1.0) = 1.0;
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uniform int blend_mode : hint_range(0, 11) = 0;
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// Blend mode constants:
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// 0: Normal
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// 1: Multiply
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// 2: Screen
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// 3: Overlay
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// 4: Soft Light
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// 5: Hard Light
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// 6: Color Dodge
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// 7: Color Burn
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// 8: Darken
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// 9: Lighten
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// 10: Add (Linear Dodge)
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// 11: Subtract
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vec3 multiply_blend(vec3 base, vec3 overlay) {
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return base * overlay;
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}
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vec3 screen_blend(vec3 base, vec3 overlay) {
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return 1.0 - (1.0 - base) * (1.0 - overlay);
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}
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vec3 overlay_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = base.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
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result.g = base.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
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result.b = base.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
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return result;
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}
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vec3 soft_light_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r + base.r * base.r * (1.0 - 2.0 * overlay.r) :
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sqrt(base.r) * (2.0 * overlay.r - 1.0) + 2.0 * base.r * (1.0 - overlay.r);
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result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g + base.g * base.g * (1.0 - 2.0 * overlay.g) :
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sqrt(base.g) * (2.0 * overlay.g - 1.0) + 2.0 * base.g * (1.0 - overlay.g);
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result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b + base.b * base.b * (1.0 - 2.0 * overlay.b) :
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sqrt(base.b) * (2.0 * overlay.b - 1.0) + 2.0 * base.b * (1.0 - overlay.b);
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return result;
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}
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vec3 hard_light_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
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result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
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result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
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return result;
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}
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vec3 color_dodge_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r >= 1.0 ? 1.0 : min(1.0, base.r / (1.0 - overlay.r));
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result.g = overlay.g >= 1.0 ? 1.0 : min(1.0, base.g / (1.0 - overlay.g));
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result.b = overlay.b >= 1.0 ? 1.0 : min(1.0, base.b / (1.0 - overlay.b));
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return result;
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}
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vec3 color_burn_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.r) / overlay.r);
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result.g = overlay.g <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.g) / overlay.g);
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result.b = overlay.b <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.b) / overlay.b);
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return result;
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}
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vec3 darken_blend(vec3 base, vec3 overlay) {
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return min(base, overlay);
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}
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vec3 lighten_blend(vec3 base, vec3 overlay) {
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return max(base, overlay);
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}
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vec3 add_blend(vec3 base, vec3 overlay) {
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return min(vec3(1.0), base + overlay);
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}
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vec3 subtract_blend(vec3 base, vec3 overlay) {
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return max(vec3(0.0), base - overlay);
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}
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void fragment() {
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vec4 tex_color = texture(TEXTURE, UV);
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// Apply blend mode (only to RGB, preserve alpha channel behavior)
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vec3 final_color;
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if (blend_mode == 0) { // Normal
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final_color = tex_color.rgb;
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} else if (blend_mode == 1) { // Multiply
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final_color = multiply_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 2) { // Screen
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final_color = screen_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 3) { // Overlay
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final_color = overlay_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 4) { // Soft Light
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final_color = soft_light_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 5) { // Hard Light
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final_color = hard_light_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 6) { // Color Dodge
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final_color = color_dodge_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 7) { // Color Burn
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final_color = color_burn_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 8) { // Darken
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final_color = darken_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 9) { // Lighten
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final_color = lighten_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 10) { // Add (Linear Dodge)
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final_color = add_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 11) { // Subtract
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final_color = subtract_blend(vec3(1.0), tex_color.rgb);
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} else {
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final_color = tex_color.rgb;
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}
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COLOR = vec4(final_color, tex_color.a * opacity);
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}
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1
ui_scenes/selectedSprite/opacity_blend.gdshader.uid
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1
ui_scenes/selectedSprite/opacity_blend.gdshader.uid
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@@ -0,0 +1 @@
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uid://dy03x5g364v80
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@@ -28,7 +28,7 @@ var imageSize = Vector2.ZERO
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@onready var wob = $WobbleOrigin
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@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
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@onready var opacityShader = preload("res://ui_scenes/selectedSprite/opacity.gdshader")
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@onready var opacityBlendShader = preload("res://ui_scenes/selectedSprite/opacity_blend.gdshader")
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var opacityMaterial = null
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@@ -90,6 +90,7 @@ var time = 0.0 # Time accumulator for physics calculations
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#Opacity
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var spriteOpacity = 1.0
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var affectChildrenOpacity = false
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var blendMode = 0 # Default to Normal blend mode
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#Vis toggle
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var toggle = "null"
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@@ -517,14 +518,21 @@ func updateShaderOpacity():
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var editorAlpha = sprite.modulate.a
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var finalOpacity = totalOpacity * editorAlpha
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# Always apply the opacity shader to ensure it's loaded
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# Always apply the opacity blend shader to ensure it's loaded
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if opacityMaterial == null:
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opacityMaterial = ShaderMaterial.new()
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opacityMaterial.shader = opacityShader
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opacityMaterial.shader = opacityBlendShader
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opacityMaterial.set_shader_parameter("opacity", finalOpacity)
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opacityMaterial.set_shader_parameter("blend_mode", blendMode)
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sprite.material = opacityMaterial
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## Update the blend mode and refresh the shader
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func updateBlendMode(newBlendMode: int):
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if BlendModeManager.is_valid_blend_mode(newBlendMode):
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blendMode = newBlendMode
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updateShaderOpacity() # Refresh shader with new blend mode
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func updateChildrenOpacityRecursively():
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var linkedSprites = getAllLinkedSprites()
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for child in linkedSprites:
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@@ -10,6 +10,7 @@ extends Node2D
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@onready var coverCollider = $Area2D/CollisionShape2D
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@onready var wobbleSyncControl = null # Will be assigned in _ready()
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@onready var blendModeDropdown = $Opacity/blendModeDropdown
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func _ready():
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Global.spriteEdit = self
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@@ -19,6 +20,9 @@ func _ready():
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if wobbleSyncControl == null:
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print("Warning: WobbleSyncControl node not found in sprite viewer")
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# Set up blend mode dropdown
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setupBlendModeDropdown()
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func setImage():
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if Global.heldSprite == null:
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return
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@@ -81,6 +85,7 @@ func setImage():
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$Opacity/opacityLabel.text = "opacity: " + str(int(Global.heldSprite.spriteOpacity * 100)) + "%"
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$Opacity/opacitySlider.value = Global.heldSprite.spriteOpacity
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$Opacity/affectChildrenCheck.button_pressed = Global.heldSprite.affectChildrenOpacity
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$Opacity/blendModeDropdown.selected = Global.heldSprite.blendMode
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$VisToggle/setToggle/Label.text = "toggle: \"" + Global.heldSprite.toggle + "\""
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@@ -449,3 +454,16 @@ func _on_opacity_slider_value_changed(value):
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func _on_affect_children_check_toggled(button_pressed):
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Global.heldSprite.affectChildrenOpacity = button_pressed
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Global.heldSprite.updateOpacity()
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## Set up the blend mode dropdown with all available blend modes
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func setupBlendModeDropdown():
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blendModeDropdown.clear()
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var blendModeNames = BlendModeManager.get_blend_mode_names()
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for mode_name in blendModeNames:
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blendModeDropdown.add_item(mode_name)
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## Handle blend mode dropdown selection
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func _on_blend_mode_dropdown_item_selected(index: int):
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if Global.heldSprite != null:
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Global.heldSprite.updateBlendMode(index)
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Global.pushUpdate("Blend mode set to: " + BlendModeManager.get_blend_mode_name(index))
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@@ -30,7 +30,7 @@
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[ext_resource type="Texture2D" uid="uid://gflmeocxfnrq" path="res://ui_scenes/settings/deleteHotkey.png" id="27_fgu6g"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_21kva"]
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size = Vector2(245, 1550)
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size = Vector2(245, 1597)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_hxmah"]
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shader = ExtResource("3_ky0lu")
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@@ -14286,7 +14286,7 @@ script = ExtResource("1_hp0e3")
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z_index = -2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2(122.5, 775)
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position = Vector2(122.5, 798.5)
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shape = SubResource("RectangleShape2D_21kva")
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[node name="Border" type="Sprite2D" parent="."]
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@@ -14768,6 +14768,20 @@ offset_right = 200.0
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offset_bottom = 1166.0
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theme = SubResource("Theme_mrbyn")
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[node name="blendModeLabel" type="Label" parent="Opacity"]
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offset_left = 11.0
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offset_top = 2152.0
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offset_right = 159.0
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offset_bottom = 2178.0
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text = "blend mode:"
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[node name="blendModeDropdown" type="OptionButton" parent="Opacity"]
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offset_left = 10.0
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offset_top = 2173.0
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offset_right = 233.0
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offset_bottom = 2193.0
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theme = SubResource("Theme_mrbyn")
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[node name="Layers" type="Node2D" parent="."]
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position = Vector2(0, 538)
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@@ -14974,6 +14988,7 @@ centered = false
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[connection signal="value_changed" from="Animation/animSpeed" to="." method="_on_anim_speed_value_changed"]
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[connection signal="value_changed" from="Opacity/opacitySlider" to="." method="_on_opacity_slider_value_changed"]
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[connection signal="toggled" from="Opacity/affectChildrenCheck" to="." method="_on_affect_children_check_toggled"]
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[connection signal="item_selected" from="Opacity/blendModeDropdown" to="." method="_on_blend_mode_dropdown_item_selected"]
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[connection signal="pressed" from="Layers/Layer1/layerButton1" to="." method="_on_layer_button_1_pressed"]
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[connection signal="pressed" from="Layers/Layer2/layerButton2" to="." method="_on_layer_button_2_pressed"]
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[connection signal="pressed" from="Layers/Layer3/layerButton3" to="." method="_on_layer_button_3_pressed"]
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