initial commit

This commit is contained in:
2025-10-21 23:06:38 -06:00
commit c989b89b94
7 changed files with 195 additions and 0 deletions

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.gitignore vendored Normal file
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.editorconfig
.godot/

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icon.svg Normal file
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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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Width:  |  Height:  |  Size: 995 B

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icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c0jfaeimwl58i"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="simple starfield"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1270
window/size/viewport_height=720
[dotnet]
project/assembly_name="simple starfield"

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shader_type canvas_item;
uniform vec2 resolution = vec2(1270, 720);
uniform sampler2D noise_texture: filter_nearest, repeat_enable;
uniform float density: hint_range(1.0, 100.0, 0.1) = 20.0;
uniform float speed_x: hint_range(-100.0, 100, 0.1) = 0.005;
uniform float speed_y: hint_range(-100.0, 100, 0.1) = 0.0;
uniform float layers: hint_range(1, 10, 1) = 5;
uniform float color_1: hint_range(0.1, 1, 0.1) = 0;
uniform float color_2: hint_range(0.1, 1, 0.1) = 0;
uniform float color_3: hint_range(0.1, 1, 0.1) = 0;
uniform float color_4: hint_range(0.1, 1, 0.1) = 0;
float rand(vec2 uv) {
return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
void fragment() {
vec2 uv = UV;
uv.x *= resolution.x / resolution.y;
vec2 speed = TIME * vec2(speed_x, speed_y);
float stars = 0.0;
for(float i = 0.0; i < layers; i++){
float shift = i * 0.3;
float brightness = 1.0 - i * 0.2;
stars += step(0.2, pow(texture(noise_texture, uv + shift + speed * (1.0 - i * 0.1)).r, density)) * brightness;
COLOR = vec4(vec3(stars), 1);
}
}

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uid://bm2uwshby7iak

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[gd_scene load_steps=9 format=3 uid="uid://bcvjq6tdfp34q"]
[ext_resource type="Shader" uid="uid://bm2uwshby7iak" path="res://src/starfield_texture.gdshader" id="1_40a2p"]
[sub_resource type="Shader" id="Shader_40a2p"]
code = "shader_type canvas_item;
uniform vec2 resolution = vec2(1270, 720);
uniform sampler2D noise_texture: filter_nearest, repeat_enable;
uniform float density: hint_range(1.0, 100.0, 0.1) = 20.0;
uniform float speed_x: hint_range(-100.0, 100, 0.1) = 0.005;
uniform float speed_y: hint_range(-100.0, 100, 0.1) = 0.0;
uniform float layers: hint_range(1, 10, 1) = 5;
uniform float color_1: hint_range(0.1, 1, 0.1) = 0;
uniform float color_2: hint_range(0.1, 1, 0.1) = 0;
uniform float color_3: hint_range(0.1, 1, 0.1) = 0;
uniform float color_4: hint_range(0.1, 1, 0.1) = 0;
float rand(vec2 uv) {
return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
void fragment() {
vec2 uv = UV;
uv.x *= resolution.x / resolution.y;
vec2 speed = TIME * vec2(speed_x, speed_y);
float stars = 0.0;
for(float i = 0.0; i < layers; i++){
float shift = i * 0.3;
float brightness = 1.0 - i * 0.2;
stars += step(0.2, pow(texture(noise_texture, uv + shift + speed * (1.0 - i * 0.1)).r, density)) * brightness;
COLOR = vec4(vec3(stars), 1);
}
}
"
[sub_resource type="FastNoiseLite" id="FastNoiseLite_0fi7r"]
frequency = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_tg06b"]
noise = SubResource("FastNoiseLite_0fi7r")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tg06b"]
shader = SubResource("Shader_40a2p")
shader_parameter/resolution = Vector2(1270, 720)
shader_parameter/noise_texture = SubResource("NoiseTexture2D_tg06b")
shader_parameter/density = 20.0
shader_parameter/speed_x = 0.005
shader_parameter/speed_y = 0.0
shader_parameter/layers = 5.0
shader_parameter/color_1 = 0.0
shader_parameter/color_2 = 0.0
shader_parameter/color_3 = 0.0
shader_parameter/color_4 = 0.0
[sub_resource type="FastNoiseLite" id="FastNoiseLite_40a2p"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0fi7r"]
noise = SubResource("FastNoiseLite_40a2p")
seamless = true
[sub_resource type="ShaderMaterial" id="ShaderMaterial_0fi7r"]
shader = ExtResource("1_40a2p")
shader_parameter/resolution = Vector2(1270, 720)
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fi7r")
shader_parameter/density = 54.10000079125372
shader_parameter/speed_x = 0.005
shader_parameter/speed_y = 0.0
shader_parameter/layers = 5.0
shader_parameter/color_1 = 0.0
shader_parameter/color_2 = 0.0
shader_parameter/color_3 = 0.0
shader_parameter/color_4 = 0.0
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource("ShaderMaterial_tg06b")
layout_mode = 0
offset_right = 1270.0
offset_bottom = 720.0
color = Color(0, 0, 0, 1)
[node name="TextureRect" type="TextureRect" parent="."]
visible = false
material = SubResource("ShaderMaterial_0fi7r")
layout_mode = 0
offset_right = 40.0
offset_bottom = 40.0