ended gun clipping forever

This commit is contained in:
derek
2025-01-15 16:59:14 -06:00
parent 93366827fc
commit 63a95ff1da
9 changed files with 799 additions and 178 deletions

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@@ -450,6 +450,7 @@ audio_reload = NodePath("Audio/Reload")
[node name="gun" parent="." index="0"]
transform = Transform3D(-1.81e-06, 0, -0.5, 0, 0.5, 0, 0.5, 0, -1.81e-06, 0, -0.000397999, -0.11995)
cast_shadow = 0
[node name="mag" parent="gun" index="0"]
transform = Transform3D(0.0897307, -0.048904, -9.31323e-10, 0.012226, 0.358923, 1.74623e-10, 3.72529e-09, -1.86265e-09, 0.0323253, 0.00225297, 0.0306008, -2.98023e-08)

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@@ -115,6 +115,7 @@ script = ExtResource("3_405jc")
[node name="Camera3D" type="Camera3D" parent="Head/Recoil"]
transform = Transform3D(1, -8.30784e-09, 2.09548e-09, 7.50333e-12, 1, -6.0536e-09, 0, 0, 1, 1.29921e-05, -0.0445602, -0.00379455)
cull_mask = 1048573
current = true
[node name="WeaponHolder" type="Node3D" parent="Head/Recoil/Camera3D"]

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@@ -0,0 +1,45 @@
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform float viewmodel_fov = 90.0f;
uniform vec4 albedo : source_color = vec4(1.0f);
uniform sampler2D texture_albedo : source_color;
uniform float specular = 0.5f;
uniform float metallic = 1.0f;
uniform float roughness : hint_range(0,1) = 1.0f;
uniform sampler2D texture_metallic : hint_default_white;
uniform vec4 metallic_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform sampler2D texture_roughness : hint_default_white;
uniform vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform sampler2D texture_normal : hint_normal;
uniform float normal_scale : hint_range(-16,16) = 0.5f;
uniform vec3 uv1_scale = vec3(1.0f);
uniform vec3 uv1_offset = vec3(0.0f);
void vertex() {
UV = UV * uv1_scale.xy + uv1_offset.xy;
/* begin shader magic*/
float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f));
float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
// modify projection matrix
PROJECTION_MATRIX[1][1] = -onetanfov;
PROJECTION_MATRIX[0][0] = onetanfov / aspect;
}
void fragment() {
DEPTH = FRAGCOORD.z * 2.99;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
}