diffusion #12
@ -4,6 +4,6 @@
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[resource]
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shader = ExtResource( 1 )
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shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
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shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
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shader_param/isHighlighted = 0
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shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
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shader_param/highColor = Color( 0.921569, 0, 1, 1 )
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shader_param/t = null
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@ -5,6 +5,6 @@
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[resource]
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resource_local_to_scene = true
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shader = ExtResource( 1 )
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shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
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shader_param/highlightColor = Color( 1, 0, 0, 1 )
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shader_param/isHighlighted = null
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shader_param/lowColor = Color( 0.0313726, 0, 1, 1 )
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shader_param/highColor = Color( 1, 0, 0, 1 )
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shader_param/t = null
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@ -8,7 +8,7 @@ public class GridCursor : Sprite
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    private WorldGrid _grid;
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    private ShaderMaterial _material;
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    private const string IS_HIGHLIGHTED = "isHighlighted";
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    private const string T = "t";
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    public override void _Ready()
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    {
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@ -38,11 +38,11 @@ public class GridCursor : Sprite
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                        var pos = mouseButtonEvent.Position;
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                        _grid.GetGridPos(pos, out var x, out var y);
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                        _grid.ToggleTileHighlight(x, y);
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                        _material.SetShaderParam(IS_HIGHLIGHTED, 1);
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                        _material.SetShaderParam(T, 1f);
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                    }
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                    else
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                    {
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                        _material.SetShaderParam(IS_HIGHLIGHTED, 0);
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                        _material.SetShaderParam(T, 0f);
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                    }
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                    break;
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            }
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@ -30,7 +30,7 @@ public class WorldGrid : Node2D
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            {
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                var tile = _tiles[x, y];
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                var material = tile.material;
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                material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
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                material.SetShaderParam("t", tile.isHighlighted ? 1f : 0f);
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            }
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        }
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    }
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@ -1,9 +1,9 @@
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shader_type canvas_item;
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uniform vec4 baseColor : hint_color;
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uniform vec4 highlightColor : hint_color;
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uniform int isHighlighted;
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uniform vec4 lowColor : hint_color;
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uniform vec4 highColor : hint_color;
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uniform float t;
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void fragment() {
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	COLOR = mix(baseColor, highlightColor, float(isHighlighted));
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	COLOR = mix(lowColor, highColor, t);
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}
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