Add MultiplayerSyncronizers to stations

This commit is contained in:
JonShard
2026-08-09 13:15:30 +02:00
parent cf4b4ac32e
commit 9cdf72dc47
26 changed files with 233 additions and 344 deletions
@@ -1,4 +1,4 @@
[gd_resource type="VisualShader" load_steps=28 format=3 uid="uid://c6okm2ay0fkjf"]
[gd_resource type="VisualShader" format=3 uid="uid://c6okm2ay0fkjf"]
[sub_resource type="VisualShaderNodeFloatOp" id="1"]
output_port_for_preview = 0
@@ -101,159 +101,6 @@ output_port_for_preview = 0
function = 12
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 albedo : source_color;
uniform float value;
uniform float fade;
uniform float radius;
uniform float width;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = albedo;
// Input:3
vec2 n_out3p0 = UV;
// VectorOp:4
vec3 n_in4p1 = vec3(2.00000, 2.00000, 0.00000);
vec3 n_out4p0 = vec3(n_out3p0, 0.0) * n_in4p1;
// VectorOp:5
vec3 n_in5p1 = vec3(-1.00000, -1.00000, 0.00000);
vec3 n_out5p0 = n_out4p0 + n_in5p1;
// VectorFunc:17
vec3 n_out17p0 = normalize(n_out5p0);
// VectorOp:19
vec3 n_in19p1 = vec3(0.00000, -1.00000, 0.00000);
vec3 n_out19p0 = cross(n_out17p0, n_in19p1);
// VectorDecompose:20
float n_out20p0 = n_out19p0.x;
float n_out20p1 = n_out19p0.y;
float n_out20p2 = n_out19p0.z;
// DotProduct:18
vec3 n_in18p1 = vec3(0.00000, -1.00000, 0.00000);
float n_out18p0 = dot(n_out17p0, n_in18p1);
// FloatFunc:24
float n_out24p0 = acos(n_out18p0);
// FloatOp:23
float n_in23p0 = 6.28319;
float n_out23p0 = n_in23p0 - n_out24p0;
vec3 n_out22p0;
// If:22
float n_in22p1 = 0.00000;
float n_in22p2 = 0.00001;
if(abs(n_out20p2 - n_in22p1) < n_in22p2)
{
n_out22p0 = vec3(n_out24p0);
}
else if(n_out20p2 < n_in22p1)
{
n_out22p0 = vec3(n_out24p0);
}
else
{
n_out22p0 = vec3(n_out23p0);
}
// FloatOp:25
float n_in25p1 = 6.28319;
float n_out25p0 = n_out22p0.x / n_in25p1;
// FloatParameter:26
float n_out26p0 = value;
// FloatOp:27
float n_out27p0 = n_out25p0 - n_out26p0;
// FloatParameter:14
float n_out14p0 = fade;
// FloatOp:30
float n_in30p1 = 6.28319;
float n_out30p0 = n_out14p0 / n_in30p1;
// FloatOp:28
float n_out28p0 = n_out27p0 / n_out30p0;
// VectorLen:6
float n_out6p0 = length(n_out5p0);
// FloatParameter:8
float n_out8p0 = radius;
// FloatOp:7
float n_out7p0 = n_out6p0 - n_out8p0;
// FloatFunc:9
float n_out9p0 = abs(n_out7p0);
// FloatParameter:11
float n_out11p0 = width;
// FloatOp:15
float n_in15p1 = 2.00000;
float n_out15p0 = n_out11p0 / n_in15p1;
// FloatOp:13
float n_out13p0 = n_out9p0 - n_out15p0;
// FloatOp:10
float n_out10p0 = n_out13p0 / n_out14p0;
// FloatOp:29
float n_out29p0 = max(n_out28p0, n_out10p0);
// FloatOp:12
float n_in12p0 = 1.00000;
float n_out12p0 = n_in12p0 - n_out29p0;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
ALPHA = n_out12p0;
}
"
graph_offset = Vector2(652.664, 119.317)
flags/unshaded = true
nodes/fragment/0/position = Vector2(1800, -40)
nodes/fragment/2/node = SubResource("3")