Revert "adding mask options"

This reverts commit c74dccf1cf.
This commit is contained in:
2025-07-20 02:12:22 +10:00
parent d345e700fc
commit f226c14c00
15 changed files with 33 additions and 397 deletions

View File

@@ -1,23 +0,0 @@
shader_type canvas_item;
uniform sampler2D mask_texture : source_color;
uniform bool use_mask = false;
uniform float mask_opacity : hint_range(0.0, 1.0) = 1.0;
void fragment() {
// Get the original sprite color
vec4 sprite_color = texture(TEXTURE, UV);
if (use_mask) {
// Sample the mask texture
vec4 mask_sample = texture(mask_texture, UV);
// Use the mask's alpha channel to determine visibility
float mask_alpha = mask_sample.a * mask_opacity;
// Apply the mask by multiplying the sprite's alpha with the mask alpha
sprite_color.a *= mask_alpha;
}
COLOR = sprite_color;
}

View File

@@ -1 +0,0 @@
uid://btd72itp0cy6b

View File

@@ -1,8 +1,17 @@
shader_type canvas_item;
uniform vec4 outline_color : source_color = vec4(1.0, 0.0, 0.0, 0.3);
uniform float speed;
uniform sampler2D backImg: repeat_enable;
uniform sampler2D palette;
uniform float palette_speed = 0.1;
void fragment(){
vec4 tex = texture(TEXTURE, UV);
COLOR = vec4(outline_color.rgb, tex.a * outline_color.a);
vec2 scroll = vec2(1.0,0.0) * TIME * speed;
vec4 tex = texture(TEXTURE, (UV));
float palette_swap = mod(tex.r - TIME * palette_speed, 1.0);
COLOR = vec4(texture(palette, vec2(palette_swap, 0)).rgb, tex.a);
}

View File

@@ -77,12 +77,6 @@ var ignoreBounce = false
var frames = 1
var animSpeed = 0
#Masking
var mask_texture_path = ""
var mask_texture = null
var use_mask = false
var mask_opacity = 1.0
var remadePolygon = false
var clipped = false
@@ -125,9 +119,6 @@ func _ready():
sprite.texture = tex
# Initialize masking
setupMasking()
var bitmap = BitMap.new()
bitmap.create_from_image_alpha(imageData)
@@ -418,53 +409,3 @@ func visToggle(keys):
func makeVis():
$WobbleOrigin/DragOrigin.visible = true
## Setup masking system
func setupMasking():
if use_mask and mask_texture_path != "":
loadMaskTexture()
updateMaskShader()
## Load mask texture from file path
func loadMaskTexture():
if mask_texture_path == "":
return
var img = Image.new()
var err = img.load(mask_texture_path)
if err != OK:
print_debug("Failed to load mask texture: " + mask_texture_path)
return
mask_texture = ImageTexture.create_from_image(img)
## Apply or remove mask shader
func updateMaskShader():
if use_mask and mask_texture != null:
# Create mask material with shader
var mask_shader = load("res://ui_scenes/selectedSprite/mask.gdshader")
var mask_material = ShaderMaterial.new()
mask_material.shader = mask_shader
mask_material.set_shader_parameter("mask_texture", mask_texture)
mask_material.set_shader_parameter("use_mask", true)
mask_material.set_shader_parameter("mask_opacity", mask_opacity)
sprite.material = mask_material
else:
# Remove mask material
sprite.material = null
## Set mask texture from external source
func setMaskTexture(texture_path: String, opacity: float = 1.0):
mask_texture_path = texture_path
mask_opacity = opacity
use_mask = true
loadMaskTexture()
updateMaskShader()
## Remove masking
func removeMask():
use_mask = false
mask_texture = null
mask_texture_path = ""
updateMaskShader()