feat(theme): parchment/dark-bay/vignette shader surfaces as drop-in scenes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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client/assets/theme/shaders/dark_bay.gdshader
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client/assets/theme/shaders/dark_bay.gdshader
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shader_type canvas_item;
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uniform vec4 stripe_a : source_color;
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uniform vec4 stripe_b : source_color;
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uniform float band_px = 16.0; // 16px bands per README
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uniform float vignette = 0.55; // edge darkening strength
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void fragment() {
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// 135deg diagonal stripe: sum of pixel coords, banded.
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vec2 px = FRAGCOORD.xy;
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float diag = px.x + px.y;
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float band = mod(floor(diag / band_px), 2.0);
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vec4 base = mix(stripe_a, stripe_b, band);
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// radial vignette centred slightly high (README: 50% 38%).
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float d = distance(UV, vec2(0.5, 0.38));
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base.rgb *= 1.0 - clamp(d * vignette, 0.0, 1.0);
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COLOR = base;
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}
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client/assets/theme/shaders/dark_bay.gdshader.uid
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client/assets/theme/shaders/dark_bay.gdshader.uid
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uid://jb8clyworwr1
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client/assets/theme/shaders/parchment.gdshader
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client/assets/theme/shaders/parchment.gdshader
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shader_type canvas_item;
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uniform vec4 top : source_color;
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uniform vec4 bottom : source_color;
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void fragment() {
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COLOR = mix(top, bottom, UV.y);
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}
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client/assets/theme/shaders/parchment.gdshader.uid
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client/assets/theme/shaders/parchment.gdshader.uid
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uid://b2heb6jhvwxxl
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client/assets/theme/shaders/vignette.gdshader
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client/assets/theme/shaders/vignette.gdshader
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shader_type canvas_item;
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uniform float strength = 0.62;
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void fragment() {
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float d = distance(UV, vec2(0.5));
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COLOR = vec4(0.0, 0.0, 0.0, clamp(d * strength, 0.0, 1.0));
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}
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client/assets/theme/shaders/vignette.gdshader.uid
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client/assets/theme/shaders/vignette.gdshader.uid
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uid://b4tami4peyxaw
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