Init the godot project
- Add a first-view controller and a bunch of things - First shooting implementation - Remove heavy models and clean the project up
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23
shaders/outline.gdshader
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23
shaders/outline.gdshader
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shader_type spatial;
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render_mode cull_front, unshaded;
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uniform vec4 outline_color : source_color;
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uniform float outline_width = 1.0;
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void vertex() {
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vec4 clip_position = PROJECTION_MATRIX * (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
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vec3 clip_normal = mat3(PROJECTION_MATRIX) * (mat3(MODELVIEW_MATRIX) * NORMAL);
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vec2 offset = normalize(clip_normal.xy) / VIEWPORT_SIZE * clip_position.w * outline_width * 2.0;
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clip_position.xy += offset;
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POSITION = clip_position;
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}
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void fragment() {
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ALBEDO = outline_color.rgb;
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if (outline_color.a < 1.0) {
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ALPHA = outline_color.a;
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}
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}
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