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BIN
addons/silicon.vfx.lens_flare/lens_dirt_default.jpeg
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addons/silicon.vfx.lens_flare/lens_dirt_default.jpeg
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addons/silicon.vfx.lens_flare/lens_dirt_default.jpeg.import
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36
addons/silicon.vfx.lens_flare/lens_dirt_default.jpeg.import
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[remap]
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||||
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importer="texture"
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type="StreamTexture"
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||||
path.s3tc="res://.import/lens_dirt_default.jpeg-3f287122b93342331cfc65a44f24cd71.s3tc.stex"
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path.etc2="res://.import/lens_dirt_default.jpeg-3f287122b93342331cfc65a44f24cd71.etc2.stex"
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metadata={
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||||
"imported_formats": [ "s3tc", "etc2" ],
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||||
"vram_texture": true
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||||
}
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[deps]
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||||
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source_file="res://addons/silicon.vfx.lens_flare/lens_dirt_default.jpeg"
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dest_files=[ "res://.import/lens_dirt_default.jpeg-3f287122b93342331cfc65a44f24cd71.s3tc.stex", "res://.import/lens_dirt_default.jpeg-3f287122b93342331cfc65a44f24cd71.etc2.stex" ]
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[params]
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||||
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||||
compress/mode=2
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||||
compress/lossy_quality=0.7
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||||
compress/hdr_mode=0
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compress/bptc_ldr=0
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||||
compress/normal_map=0
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||||
flags/repeat=true
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||||
flags/filter=true
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||||
flags/mipmaps=true
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||||
flags/anisotropic=false
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||||
flags/srgb=2
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/HDR_as_SRGB=false
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||||
process/invert_color=false
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||||
stream=false
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size_limit=0
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||||
detect_3d=false
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||||
svg/scale=1.0
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109
addons/silicon.vfx.lens_flare/lens_flare.gd
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109
addons/silicon.vfx.lens_flare/lens_flare.gd
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tool
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extends Node
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## Exported variables
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var flare_strength := 1.0 setget set_flare_strength
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var flare_bias := 1.05 setget set_flare_bias
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var flare_blur := 2.0 setget set_flare_blur;
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var distortion_quality := 0 setget set_distortion_quality;
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var distortion := 2.0 setget set_flare_distortion
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var ghost_count := 7 setget set_ghost_count
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var ghost_spacing := 0.3 setget set_ghost_spacing
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var halo_width := 0.25 setget set_halo_width
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var streak_strength := 0.5 setget set_streak_strength
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var lens_dirt = preload("lens_dirt_default.jpeg") setget set_lens_dirt
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## Exported variables
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var screen := MeshInstance.new()
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var material := preload("lens_flare_shader.tres").duplicate()
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func _get_property_list() -> Array:
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var properties := [
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{name="LensFlare", type=TYPE_NIL, usage=PROPERTY_USAGE_CATEGORY},
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{name="flare_strength", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,16"},
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{name="flare_bias", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,16"},
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{name="flare_blur", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,10"},
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{name="distortion_quality", type=TYPE_INT, hint=PROPERTY_HINT_ENUM, hint_string="Low,Medium,High"},
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{name="distortion", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,50"},
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{name="ghost_count", type=TYPE_INT, hint=PROPERTY_HINT_RANGE, hint_string="0,20"},
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{name="ghost_spacing", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,1"},
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{name="halo_width", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,1"},
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{name="streak_strength", type=TYPE_REAL, hint=PROPERTY_HINT_RANGE, hint_string="0,1"},
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{name="lens_dirt", type=TYPE_OBJECT, hint=PROPERTY_HINT_RESOURCE_TYPE, hint_string="Texture"},
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]
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return properties
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func _init() -> void:
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screen.mesh = CubeMesh.new()
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screen.scale = Vector3(1,1,1) * pow(2.0,30);
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add_child(screen)
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screen.material_override = material
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func _enter_tree() -> void:
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set_flare_strength(flare_strength)
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set_flare_bias(flare_bias)
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set_flare_distortion(distortion)
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set_distortion_quality(distortion_quality)
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set_ghost_count(ghost_count)
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set_ghost_spacing(ghost_spacing)
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set_halo_width(halo_width)
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set_streak_strength(streak_strength)
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set_flare_blur(flare_blur)
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set_lens_dirt(lens_dirt)
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func set_flare_strength(value: float) -> void:
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flare_strength = value
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material.set_shader_param("bloom_scale", value)
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func set_flare_bias(value: float) -> void:
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flare_bias = value
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material.set_shader_param("bloom_bias", value)
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func set_flare_distortion(value: float) -> void:
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distortion = value
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material.set_shader_param("distort", value)
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func set_distortion_quality(value: int) -> void:
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distortion_quality = value
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material.set_shader_param("distortion_quality", value)
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func set_ghost_count(value: int) -> void:
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ghost_count = value
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material.set_shader_param("ghosts", value)
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func set_ghost_spacing(value: float) -> void:
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ghost_spacing = value
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material.set_shader_param("ghost_dispersal", value)
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func set_halo_width(value: float) -> void:
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halo_width = value
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material.set_shader_param("halo_width", value)
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func set_streak_strength(value: float) -> void:
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streak_strength = value
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material.set_shader_param("streak_strength", value)
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func set_flare_blur(value: float) -> void:
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flare_blur = value
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material.set_shader_param("lod", value)
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func set_lens_dirt(value: Texture) -> void:
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lens_dirt = value
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material.set_shader_param("lens_dirt", value)
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BIN
addons/silicon.vfx.lens_flare/lens_flare_icon.png
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addons/silicon.vfx.lens_flare/lens_flare_icon.png
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After Width: | Height: | Size: 678 B |
34
addons/silicon.vfx.lens_flare/lens_flare_icon.png.import
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34
addons/silicon.vfx.lens_flare/lens_flare_icon.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/lens_flare_icon.png-3a2bc3c4af36c704bff6a81775825ad6.stex"
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metadata={
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"vram_texture": false
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||||
}
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[deps]
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||||
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source_file="res://addons/silicon.vfx.lens_flare/lens_flare_icon.png"
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dest_files=[ "res://.import/lens_flare_icon.png-3a2bc3c4af36c704bff6a81775825ad6.stex" ]
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||||
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||||
[params]
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||||
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||||
compress/mode=0
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||||
compress/lossy_quality=0.7
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||||
compress/hdr_mode=0
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||||
compress/bptc_ldr=0
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||||
compress/normal_map=0
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||||
flags/repeat=0
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||||
flags/filter=true
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||||
flags/mipmaps=false
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||||
flags/anisotropic=false
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||||
flags/srgb=2
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/HDR_as_SRGB=false
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||||
process/invert_color=false
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||||
stream=false
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||||
size_limit=0
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||||
detect_3d=true
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||||
svg/scale=1.0
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132
addons/silicon.vfx.lens_flare/lens_flare_shader.tres
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132
addons/silicon.vfx.lens_flare/lens_flare_shader.tres
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[gd_resource type="ShaderMaterial" load_steps=7 format=2]
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[sub_resource type="Shader" id=1]
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code = "shader_type spatial;
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render_mode skip_vertex_transform, unshaded, blend_add;
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uniform float lod = 0.0;
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uniform float stretch_to_aspect = 0.5;
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uniform int ghosts = 4;
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uniform float ghost_dispersal = 0.5;
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uniform float halo_width = 0.25;
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uniform float distort = 0.25;
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uniform float bloom_scale = 10.0;
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uniform float bloom_bias = 0.95;
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uniform float streak_strength = 1.0;
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uniform int distortion_quality : hint_range(0, 2);
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uniform sampler2D lens_color;
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uniform sampler2D lens_dirt;
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uniform sampler2D starburst;
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void vertex() {
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POSITION = vec4(VERTEX, 1.0);
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POSITION.z = -1.0;
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}
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float weight(vec2 pos) {
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float w = length(vec2(0.5) - pos) / length(vec2(0.5));
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return pow(1.0 - w, 5.0);
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}
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vec3 bloomtex(sampler2D tex, vec2 texcoord) {
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return max(vec3(0.0), textureLod(tex, texcoord, lod).rgb - bloom_bias) * bloom_scale;
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}
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vec3 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, float distortion) {
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vec3 color = vec3(0);
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float divisor = 1.0;
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color.r += bloomtex(tex, texcoord - direction * distortion).r;
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color.g += bloomtex(tex, texcoord).g;
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color.b += bloomtex(tex, texcoord + direction * distortion).b;
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if(distortion_quality == 1) {
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color.rg += bloomtex(tex, texcoord - direction * distortion * 0.5).rg * vec2(1.0, 0.5);
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color.gb += bloomtex(tex, texcoord + direction * distortion * 0.5).gb * vec2(0.5, 1.0);
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divisor = 2.0;
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} else if(distortion_quality == 2) {
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color.rg += bloomtex(tex, texcoord - direction * distortion * 0.667).rg * vec2(1.0, 0.333);
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color.rg += bloomtex(tex, texcoord - direction * distortion * 0.333).rg * vec2(1.0, 0.667);
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color.gb += bloomtex(tex, texcoord + direction * distortion * 0.333).gb * vec2(0.667, 1.0);
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color.gb += bloomtex(tex, texcoord + direction * distortion * 0.667).gb * vec2(0.333, 1.0);
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divisor = 3.0;
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}
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return color / divisor;
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}
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void fragment() {
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vec2 texcoord = 1.0 - SCREEN_UV;
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vec2 ghostVec = (vec2(0.5) - texcoord) * ghost_dispersal;
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float pixelSizeX = 1.0 / float(textureSize(SCREEN_TEXTURE, 0).x);
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float distortion = pixelSizeX * distort;
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vec2 direction = normalize(ghostVec);
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// Ghosts
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vec3 result = vec3(0.0);
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for(int i = 0; i < ghosts; ++i) {
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vec2 offset = fract(texcoord + ghostVec * float(i));
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result += textureDistorted(SCREEN_TEXTURE, offset, direction, distortion * weight(offset)) * weight(offset);
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}
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result *= texture(lens_color, vec2(length(vec2(0.5) - texcoord) / length(vec2(0.5)), 0)).rgb;
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// Halo
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vec2 aspect = vec2(1.0, mix(1.0, VIEWPORT_SIZE.x / VIEWPORT_SIZE.y, stretch_to_aspect));
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vec2 haloVec = normalize(ghostVec / aspect) * aspect * halo_width;
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result += textureDistorted(SCREEN_TEXTURE, texcoord + haloVec, direction, distortion) * weight(fract(texcoord + haloVec));
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// Starburst
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vec2 centerVec = SCREEN_UV - vec2(0.5);
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float d = length(centerVec);
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float radial = acos(centerVec.x / d);
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float starOffset = dot(CAMERA_MATRIX[2].xyz, vec3(1.0)) * 10.0;
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float star =
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texture(starburst, vec2(radial + starOffset)).r
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* texture(starburst, vec2(radial + starOffset * 0.5)).r;
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star = clamp(star + (1.0 - smoothstep(0.0, 0.3, d)), 0.0, 1.0);
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result *= mix(0.5, star, streak_strength);
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ALBEDO = result * mix(texture(lens_dirt, texcoord).rgb, vec3(0.5), 0.4);
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//uncomment to debug bright point extraction
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//ALBEDO = bloomtex(SCREEN_TEXTURE, SCREEN_UV).rgb;
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}"
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[sub_resource type="Gradient" id=2]
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colors = PoolColorArray( 0.774481, 0.756324, 0.309654, 1, 0.890625, 0.125, 1, 1 )
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[sub_resource type="GradientTexture" id=3]
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gradient = SubResource( 2 )
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[sub_resource type="StreamTexture" id=4]
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flags = 7
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[sub_resource type="OpenSimplexNoise" id=5]
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period = 2.0
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[sub_resource type="NoiseTexture" id=6]
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height = 1
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noise = SubResource( 5 )
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[resource]
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shader = SubResource( 1 )
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shader_param/lod = 0.0
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shader_param/stretch_to_aspect = 0.0
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shader_param/ghosts = 7
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shader_param/ghost_dispersal = 1.19
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shader_param/halo_width = 0.692
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shader_param/distort = 6.57
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shader_param/bloom_scale = 0.294
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shader_param/bloom_bias = 7.295
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shader_param/streak_strength = 1.0
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shader_param/distortion_quality = null
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shader_param/lens_color = SubResource( 3 )
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shader_param/lens_dirt = SubResource( 4 )
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shader_param/starburst = SubResource( 6 )
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7
addons/silicon.vfx.lens_flare/plugin.cfg
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7
addons/silicon.vfx.lens_flare/plugin.cfg
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[plugin]
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name="LensFlare Effect"
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description="A post-processing effect that generates the lens flare effect that happen in real world cameras. It may not be physically accurate, but it can suffice for most scenarios."
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author="SIsilicon"
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version="1.3"
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script="plugin.gd"
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14
addons/silicon.vfx.lens_flare/plugin.gd
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addons/silicon.vfx.lens_flare/plugin.gd
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tool
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extends EditorPlugin
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func _enter_tree() -> void:
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add_custom_type(
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"LensFlare", "Node",
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preload("lens_flare.gd"),
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preload("lens_flare_icon.png")
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)
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func _exit_tree() -> void:
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remove_custom_type("LensFlare")
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[sub_resource type="SpatialMaterial" id=1]
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flags_transparent = true
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params_cull_mode = 2
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albedo_color = Color( 0.290196, 0.568627, 0.529412, 0.792157 )
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albedo_color = Color( 0.290196, 0.568627, 0.529412, 1 )
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albedo_texture = ExtResource( 3 )
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roughness = 0.31
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normal_enabled = true
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normal_scale = 1.0
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normal_texture = ExtResource( 2 )
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refraction_enabled = true
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refraction_scale = 0.05
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refraction_texture_channel = 0
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uv1_scale = Vector3( 1000, 1000, 1000 )
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uv1_offset = Vector3( 0.471964, 0.471964, 0.471964 )
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proximity_fade_enable = true
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proximity_fade_distance = 2.0
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distance_fade_mode = 1
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distance_fade_min_distance = 0.0
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distance_fade_max_distance = 20.0
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uv1_offset = Vector3( 1.9554, 1.9554, 1.9554 )
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[sub_resource type="PlaneMesh" id=2]
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material = SubResource( 1 )
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BIN
assets/all_gbs/1MCsonak_4guards.gbs.obj
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assets/all_gbs/1MCsonak_4guards.gbs.obj
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assets/all_gbs/1MCsonak_4guards.gbs.obj.mtl
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assets/all_gbs/1Tsonak.gbs.obj
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assets/all_gbs/1Tsonak.gbs.obj
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assets/all_gbs/1Tsonak.gbs.obj.mtl
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assets/all_gbs/1Tsonak.gbs.obj.mtl
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assets/all_gbs/1Tsonak_4guards.gbs.obj
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assets/all_gbs/1Tsonak_4guards.gbs.obj
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assets/all_gbs/1Tsonak_4guards.gbs.obj.mtl
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assets/all_gbs/1Tsonak_4guards.gbs.obj.mtl
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assets/all_gbs/1_kamikazi.gbs.obj
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assets/all_gbs/1_kamikazi.gbs.obj
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assets/all_gbs/1_kamikazi.gbs.obj.mtl
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assets/all_gbs/1_kamikazi.gbs.obj.mtl
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assets/all_gbs/1_ripper.gbs.obj
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assets/all_gbs/1_ripper.gbs.obj
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assets/all_gbs/1_ripper.gbs.obj.mtl
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assets/all_gbs/1_ripper.gbs.obj.mtl
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assets/all_gbs/1sonak_4guards.gbs.obj
(Stored with Git LFS)
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assets/all_gbs/1sonak_4guards.gbs.obj
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assets/all_gbs/1sonak_4guards.gbs.obj.mtl
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assets/all_gbs/2x3_guards.gbs.obj
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assets/all_gbs/2x5_guards.gbs.obj.mtl
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assets/all_gbs/3_flying_guards.gbs.obj
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assets/all_gbs/4_wide_guards.gbs.obj
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assets/all_gbs/5_flying_guards.gbs.obj
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assets/all_gbs/A_Cold_wind_gusts.gbs.obj
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assets/all_gbs/A_High_winds_light.gbs.obj
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assets/all_gbs/A_High_winds_light.gbs.obj.mtl
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assets/all_gbs/A_K1.gbs.obj.mtl
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assets/all_gbs/A_K4.gbs.obj
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assets/all_gbs/A_K4.gbs.obj.mtl
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assets/all_gbs/A_K5_storm.gbs.obj
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assets/all_gbs/A_K5_storm.gbs.obj.mtl
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assets/all_gbs/A_K5_storm.gbs.obj.mtl
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assets/all_gbs/A_Kabuto_temp.gbs.obj
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assets/all_gbs/A_Kabuto_temp.gbs.obj
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assets/all_gbs/A_Kabuto_temp.gbs.obj.mtl
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assets/all_gbs/A_Kabuto_temp.gbs.obj.mtl
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assets/all_gbs/A_M1_near_beach.gbs.obj
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assets/all_gbs/A_M2_mnt_beach.gbs.obj
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assets/all_gbs/A_M3_cliffs_sand.gbs.obj
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assets/all_gbs/A_M3_cliffs_sand.gbs.obj
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assets/all_gbs/A_M3_cliffs_sand.gbs.obj.mtl
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assets/all_gbs/A_M4_beach_dark.gbs.obj
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assets/all_gbs/A_M5_beach_waves.gbs.obj
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assets/all_gbs/A_M5_beach_waves.gbs.obj
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assets/all_gbs/A_M5_beach_waves.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp.gbs.obj
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assets/all_gbs/A_Mecc_temp.gbs.obj
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assets/all_gbs/A_Mecc_temp.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_amb.gbs.obj
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assets/all_gbs/A_Mecc_temp_amb.gbs.obj
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assets/all_gbs/A_Mecc_temp_amb.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_amb.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_battle.gbs.obj
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assets/all_gbs/A_Mecc_temp_battle.gbs.obj
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assets/all_gbs/A_Mecc_temp_battle.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_battle.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_sus.gbs.obj
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assets/all_gbs/A_Mecc_temp_sus.gbs.obj.mtl
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assets/all_gbs/A_Mecc_temp_sus.gbs.obj.mtl
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assets/all_gbs/A_R1_light_rain.gbs.obj
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assets/all_gbs/A_R1_light_rain.gbs.obj
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assets/all_gbs/A_R1_light_rain.gbs.obj.mtl
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assets/all_gbs/A_R1_light_rain.gbs.obj.mtl
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assets/all_gbs/A_R2_snow.gbs.obj
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assets/all_gbs/A_R2_snow.gbs.obj.mtl
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assets/all_gbs/A_R2_snow.gbs.obj.mtl
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assets/all_gbs/A_R3_race.gbs.obj
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assets/all_gbs/A_R3_race.gbs.obj
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assets/all_gbs/A_R3_race.gbs.obj.mtl
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assets/all_gbs/A_R4_darker.gbs.obj
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assets/all_gbs/A_R4_darker.gbs.obj
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assets/all_gbs/A_R4_darker.gbs.obj.mtl
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assets/all_gbs/A_R5_mountain.gbs.obj
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assets/all_gbs/A_R5_mountain.gbs.obj
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assets/all_gbs/A_R5_mountain.gbs.obj.mtl
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assets/all_gbs/A_R5_mountain.gbs.obj.mtl
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assets/all_gbs/A_River.gbs.obj
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assets/all_gbs/A_River.gbs.obj.mtl
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assets/all_gbs/A_River.gbs.obj.mtl
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assets/all_gbs/A_Shoreline_dark_long.gbs.obj
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assets/all_gbs/A_Shoreline_dark_long.gbs.obj.mtl
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assets/all_gbs/A_Shoreline_dark_short.gbs.obj
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assets/all_gbs/A_Shoreline_dark_short.gbs.obj.mtl
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assets/all_gbs/A_Shoreline_long.gbs.obj
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assets/all_gbs/A_Shoreline_long.gbs.obj
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assets/all_gbs/A_Shoreline_long.gbs.obj.mtl
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assets/all_gbs/A_Shoreline_long.gbs.obj.mtl
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assets/all_gbs/A_Smartie_village.gbs.obj
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assets/all_gbs/A_Smartie_village.gbs.obj
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assets/all_gbs/A_Smartie_village.gbs.obj.mtl
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assets/all_gbs/A_Smartie_village.gbs.obj.mtl
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assets/all_gbs/A_Volcano.gbs.obj
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assets/all_gbs/A_Volcano.gbs.obj
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assets/all_gbs/A_Volcano.gbs.obj.mtl
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assets/all_gbs/A_Volcano.gbs.obj.mtl
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assets/all_gbs/A_army_barracks.gbs.obj
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assets/all_gbs/A_army_barracks.gbs.obj
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