better animations, individual tracks
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/**
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* Shadow 2D.
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* License: CC0
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* https://creativecommons.org/publicdomain/zero/1.0/
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*/
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shader_type canvas_item;
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render_mode blend_mix;
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uniform vec2 deform = vec2(2.0, 2.0);
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uniform vec2 offset = vec2(0.0, 0.0);
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uniform vec4 modulate : source_color;
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//uniform vec2 texture_size; //uncomment for GLES2
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void fragment() {
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vec2 ps = TEXTURE_PIXEL_SIZE;
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vec2 uv = UV;
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float sizex = float(textureSize(TEXTURE,int(ps.x)).x); //comment for GLES2
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float sizey = float(textureSize(TEXTURE,int(ps.y)).y); //comment for GLES2
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//float sizex = texture_size.x; //uncomment for GLES2
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//float sizey = texture_size.y; //uncomment for GLES2
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uv.y+=offset.y*ps.y;
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uv.x+=offset.x*ps.x;
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float decalx=((uv.y-ps.x*sizex)*deform.x);
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float decaly=((uv.y-ps.y*sizey)*deform.y);
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uv.x += decalx;
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uv.y += decaly;
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vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, uv).a * modulate.a);
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vec4 col = texture(TEXTURE, UV);
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COLOR = mix(shadow, col, col.a);
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}
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@@ -0,0 +1 @@
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uid://c7o14m3k38ifi
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