Initial commit
This commit is contained in:
parent
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commit
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root = true
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[*]
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charset = utf-8
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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/android/
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Binary file not shown.
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After Width: | Height: | Size: 2.6 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c7assq3lqgw8x"
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path="res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"
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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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source_file="res://black_sq.png"
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dest_files=["res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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shader_type canvas_item;
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uniform sampler2D unlitTex;
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uniform sampler2D litTex;
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uniform sampler2D binDataTex;
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uniform int n;
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const int cellSize = 8;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 totalGridSize = vec2(float(n) * float(cellSize));
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vec2 scaledUV = UV * float(n);
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ivec2 cellIdx = ivec2(floor(scaledUV));
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vec2 cellUV = fract(scaledUV);
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float binVal = texelFetch(binDataTex, cellIdx, 0).r;
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bool isWhite = binVal > 0.5;
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vec4 color = texture(unlitTex, cellUV);
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if (isWhite) {
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color = texture(litTex, cellUV);
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}
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COLOR = color;
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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uid://cidrd2kca02ko
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[gd_scene load_steps=7 format=3 uid="uid://bawvofeipkkmn"]
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[ext_resource type="Texture2D" uid="uid://dma7owg4valo7" path="res://icon.svg" id="1_4fmrq"]
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[ext_resource type="Shader" uid="uid://cidrd2kca02ko" path="res://dot_matrix.gdshader" id="1_wjpme"]
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[ext_resource type="Texture2D" uid="uid://csm64p7o7eyc6" path="res://white_sq.png" id="2_og22u"]
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[ext_resource type="Texture2D" uid="uid://c7assq3lqgw8x" path="res://black_sq.png" id="3_b70w7"]
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[ext_resource type="Script" uid="uid://cgwkfjisbqbwt" path="res://gol.gd" id="5_og22u"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_wvg0l"]
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shader = ExtResource("1_wjpme")
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shader_parameter/unlitTex = ExtResource("3_b70w7")
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shader_parameter/litTex = ExtResource("2_og22u")
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shader_parameter/n = 64
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[node name="Dot Matrix" type="Node2D"]
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[node name="Renderer" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_wvg0l")
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position = Vector2(960, 960)
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scale = Vector2(15, 15)
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texture = ExtResource("1_4fmrq")
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script = ExtResource("5_og22u")
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metadata/_edit_lock_ = true
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extends Sprite2D
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var n: int = 64
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var arr := []
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var data_img: Image
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var data_tex: ImageTexture
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@onready var mat: ShaderMaterial = material as ShaderMaterial
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# sim. consts
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var T := 0.1
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var t := 0.0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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data_img = Image.create(n, n, false, Image.FORMAT_R8)
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data_img.fill(Color8(0, 0, 0, 255))
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data_tex = ImageTexture.create_from_image(data_img)
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mat.set_shader_parameter("binDataTex", data_tex)
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mat.set_shader_parameter("n", n)
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# init
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_fill_example()
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_upload_arr()
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func _upload_arr() -> void:
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for y in n:
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for x in n:
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var v := int(arr[y][x]) * 255
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data_img.set_pixel(x, y, Color8(v, 0, 0, 255))
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data_tex.update(data_img)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta: float) -> void:
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t += _delta
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if t >= T:
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t = 0.0
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_game_of_life_step()
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_upload_arr()
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func _game_of_life_step() -> void:
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var next := []
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for y in n:
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var row := []
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for x in n:
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var alive: bool = arr[y][x] == 1
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var cn := _count_neighs(x, y)
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var newv := 0
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if alive:
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newv = int(cn == 2 or cn == 3)
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else:
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newv = int(cn == 3)
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row.append(newv)
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next.append(row)
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arr = next
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func _count_neighs(x:int, y:int) -> int:
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var ans := 0
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for _dy in 3:
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var dy := _dy-1
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for _dx in 3:
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var dx := _dx-1
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if dx == 0 and dy == 0:
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continue
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var nx := int((x + dx + n)%n)
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var ny := int((y + dy + n)%n)
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ans += arr[ny][nx]
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return ans
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func _fill_example() -> void:
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arr.clear()
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#_checkerboard()
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_ship()
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# inits
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func _checkerboard() -> void:
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for y in n:
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var row := []
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for x in n:
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row.append((x + y) % 2) # checkerboard
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arr.append(row)
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func _ship() -> void:
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var i: int = 0
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var j: int = 0
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while (i < n):
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var row := []
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j = 0
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while (j < n):
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row.append(0)
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j+=1
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arr.append(row)
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i+=1
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arr[0][1] = 1
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arr[1][2] = 1
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arr[2][0] = 1
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arr[2][1] = 1
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arr[2][2] = 1
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uid://cgwkfjisbqbwt
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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@ -0,0 +1,43 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dma7owg4valo7"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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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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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="GameOfLifeTest"
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run/main_scene="uid://bawvofeipkkmn"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1920
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Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://csm64p7o7eyc6"
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path="res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"
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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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source_file="res://white_sq.png"
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dest_files=["res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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