Release v0.2: refine menus and JuggleBoard
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shader_type canvas_item;
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uniform float hover_strength : hint_range(0.0, 1.0) = 0.0;
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uniform vec2 star_center = vec2(0.50, 0.13);
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uniform float drift_strength : hint_range(0.0, 4.0) = 0.65;
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uniform float drift_speed : hint_range(0.0, 2.0) = 0.20;
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void vertex() {
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float wave = sin(TIME * drift_speed + VERTEX.y * 0.012) * drift_strength;
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VERTEX.x += wave * (UV.y * 0.7 + 0.3);
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}
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void fragment() {
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vec4 color = texture(TEXTURE, UV);
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// Maschera morbida limitata alla stella in cima al tendone, non al tendone.
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vec2 aspect_uv = (UV - star_center) * vec2(1.0, 1.35);
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float star_area = 1.0 - smoothstep(0.105, 0.185, length(aspect_uv));
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float pulse = 0.88 + 0.12 * sin(TIME * 5.0);
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vec3 gold_glow = vec3(1.0, 0.70, 0.14) * star_area * hover_strength * pulse;
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color.rgb += gold_glow * color.a;
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color.rgb = min(color.rgb, vec3(1.0));
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COLOR = color;
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}
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uid://b7ei5m3q1bibq
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