7b6a141767
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
26 lines
1.0 KiB
Plaintext
26 lines
1.0 KiB
Plaintext
shader_type canvas_item;
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// Blurred, darkened backdrop for the intro video. A COVER-scaled copy of the
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// clip sits behind the sharp fitted clip so portrait/ultrawide screens fill
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// edge-to-edge instead of showing dead bars.
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uniform float blur_radius : hint_range(0.0, 8.0) = 3.0;
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uniform float darken : hint_range(0.0, 1.0) = 0.35;
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void fragment() {
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vec2 px = TEXTURE_PIXEL_SIZE * blur_radius;
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vec4 sum = vec4(0.0);
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// 3x3 gaussian-ish tap, weights sum to 16.
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sum += texture(TEXTURE, UV + vec2(-px.x, -px.y)) * 1.0;
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sum += texture(TEXTURE, UV + vec2(0.0, -px.y)) * 2.0;
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sum += texture(TEXTURE, UV + vec2(px.x, -px.y)) * 1.0;
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sum += texture(TEXTURE, UV + vec2(-px.x, 0.0)) * 2.0;
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sum += texture(TEXTURE, UV) * 4.0;
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sum += texture(TEXTURE, UV + vec2(px.x, 0.0)) * 2.0;
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sum += texture(TEXTURE, UV + vec2(-px.x, px.y)) * 1.0;
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sum += texture(TEXTURE, UV + vec2(0.0, px.y)) * 2.0;
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sum += texture(TEXTURE, UV + vec2(px.x, px.y)) * 1.0;
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sum /= 16.0;
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COLOR = vec4(sum.rgb * (1.0 - darken), sum.a);
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}
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