Files
Bullosseum/ui/menu_blur.gdshader
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00

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shader_type canvas_item;
// Blurred, darkened backdrop for the intro video. A COVER-scaled copy of the
// clip sits behind the sharp fitted clip so portrait/ultrawide screens fill
// edge-to-edge instead of showing dead bars.
uniform float blur_radius : hint_range(0.0, 8.0) = 3.0;
uniform float darken : hint_range(0.0, 1.0) = 0.35;
void fragment() {
vec2 px = TEXTURE_PIXEL_SIZE * blur_radius;
vec4 sum = vec4(0.0);
// 3x3 gaussian-ish tap, weights sum to 16.
sum += texture(TEXTURE, UV + vec2(-px.x, -px.y)) * 1.0;
sum += texture(TEXTURE, UV + vec2(0.0, -px.y)) * 2.0;
sum += texture(TEXTURE, UV + vec2(px.x, -px.y)) * 1.0;
sum += texture(TEXTURE, UV + vec2(-px.x, 0.0)) * 2.0;
sum += texture(TEXTURE, UV) * 4.0;
sum += texture(TEXTURE, UV + vec2(px.x, 0.0)) * 2.0;
sum += texture(TEXTURE, UV + vec2(-px.x, px.y)) * 1.0;
sum += texture(TEXTURE, UV + vec2(0.0, px.y)) * 2.0;
sum += texture(TEXTURE, UV + vec2(px.x, px.y)) * 1.0;
sum /= 16.0;
COLOR = vec4(sum.rgb * (1.0 - darken), sum.a);
}