initial commit

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saarsena@gmail.com 2026-04-22 10:19:57 -04:00
commit c2bb3893a9
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19
shaders/door.gdshader Normal file
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shader_type spatial;
uniform sampler2D door_texture : source_color, filter_nearest, repeat_enable;
uniform vec3 uv_scale = vec3(3.0, 2.0, 3.0);
varying float is_back_face;
void vertex() {
// NORMAL is in model space here. The -Z face has NORMAL.z == -1.
is_back_face = step(NORMAL.z, -0.5);
}
void fragment() {
vec2 uv = UV * uv_scale.xy;
if (is_back_face > 0.5) {
uv.x = -uv.x;
}
ALBEDO = texture(door_texture, uv).rgb;
}