Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
192 lines
8.9 KiB
GDScript
192 lines
8.9 KiB
GDScript
extends ColorRect
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# THE surface backdrop. Not "the one PlanetSurface.tscn happens to use" -
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# both the landed surface and the setup editor instance the SAME
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# SurfaceBackground.tscn, and both configure it through the SAME entry point
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# (apply_profile below). That is deliberate: what the editor shows is only
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# useful if it is what the player will actually see, and the two drifted
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# apart the moment they were two hand-written ShaderMaterials in two scene
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# files - the editor kept drawing recoloured craters for a gas giant,
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# because swapping in the profile's own shader had only ever been written on
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# the game's side. There is now one place to change, so there is nothing
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# left to keep in sync by hand.
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#
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# Feeds the shader the camera's position split into a CELL INDEX plus a
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# fraction within that cell, rather than a raw world position. See the long
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# note in Starfield.gd for why - identical reasoning, identical split.
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#
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# Forgejo #68: also bakes the crater field once, at load, instead of letting
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# it be re-derived per pixel per frame. The field is a fixed function of
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# world position, so every frame was recomputing an identical answer. It is
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# rendered once into a square texture covering one period of the field (the
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# field is periodic - see the cell wrap in lunar_surface.gdshader) and
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# lunar_tiled.gdshader then scrolls that texture with repeat wrapping, which
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# keeps the canvas infinite while the per-frame cost drops to one fetch.
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# Single source of truth for the tile period, shared with BOTH shaders. The
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# field repeats every TILE_CELLS * cell_size world units - at 32 cells of
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# 220 that is 7040 units, several screens wide at default zoom.
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const TILE_CELLS: float = 32.0
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# Texture resolution for the bake, in pixels per cell. One cell is cell_size
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# (220) world units, so this is a ~3.4x magnification at default zoom. That
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# is affordable because the field is smooth by construction: the sharpest
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# feature is the rim band, roughly 0.12 cells wide, which still lands across
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# ~8 texels here and so survives bilinear magnification as a gradient rather
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# than as steps.
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const BAKE_PIXELS_PER_CELL: int = 64
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# The palette the scene starts with, before any profile is applied. Every
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# host calls apply_profile() and overwrites these; they exist so the node
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# still draws something sane on its own (and so the editor's own first frame
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# is not undefined).
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@export var base_color: Color = Color(0.75, 0.75, 0.76)
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@export var crater_color: Color = Color(0.44, 0.44, 0.45)
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@export var highlight_color: Color = Color(0.89, 0.89, 0.90)
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var camera: Camera2D = null
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# What the current baked texture was baked FROM. A bake is only worth
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# redoing when one of these changed - the editor re-applies a profile on
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# every cycle of the profile button, and rocky and void share a shader while
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# differing only in colour, so keying on the shader alone would show void's
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# palette with rocky's crater texture.
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var _baked_key: Array = []
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# Applies a surface profile to this backdrop: which shader draws it, and the
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# three colours that shader shades with. The single place either host is
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# allowed to configure the background from.
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#
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# The profile's shader is authoritative and always applied. There used to be
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# a "null means keep whatever the scene already had" convention here, which
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# is precisely how the two scenes came apart: "whatever the scene already
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# had" was a different shader in each of them.
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func apply_profile(profile: Resource) -> void:
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if profile == null or material == null:
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return
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base_color = profile.base_color
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crater_color = profile.crater_color
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highlight_color = profile.highlight_color
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if profile.background_shader != null:
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material.shader = profile.background_shader
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material.set_shader_parameter("base_color", base_color)
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material.set_shader_parameter("crater_color", crater_color)
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material.set_shader_parameter("highlight_color", highlight_color)
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_bake_field()
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# Asked of the shader itself rather than by comparing against a known path,
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# so this keeps working whichever shader a surface profile swaps in: the
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# question is only ever "does what is drawing this background actually
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# sample a baked field".
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func _material_wants_baked_field() -> bool:
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if material == null or material.shader == null:
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return false
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for uniform in material.shader.get_shader_uniform_list():
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if String(uniform.get("name", "")) == "field_texture":
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return true
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return false
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func _process(_delta: float) -> void:
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# Resolved lazily from the viewport rather than by a hardcoded sibling
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# path: this scene is instanced under two different hosts, and a path
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# that happens to be right in both is a coincidence waiting to be broken
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# by the next host.
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if not is_instance_valid(camera):
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camera = get_viewport().get_camera_2d()
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if camera == null:
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return
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var viewport_size: Vector2 = get_viewport_rect().size
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var cell_size: float = material.get_shader_parameter("cell_size")
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var p: Vector2 = camera.global_position / cell_size
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var cell: Vector2 = Vector2(floor(p.x), floor(p.y))
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# The tiled shader samples a repeating texture, so only the camera's
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# position WITHIN the tile matters. Wrapping here rather than in the
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# shader keeps the raw cell index - which reaches the thousands after a
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# while - out of a mobile float entirely: GDScript does this in double
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# precision. fposmod, not fmod, so flying into negative coordinates
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# wraps to the far side of the tile instead of mirroring.
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#
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# The procedural shaders (gas, research lab) get the same wrapped index.
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# They hash it rather than sampling a texture with it, so the wrap makes
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# their fields periodic too - which is invisible at this period, and is
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# what keeps every value they hash small enough to stay exact in a
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# mobile float.
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material.set_shader_parameter("camera_cell", Vector2(
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fposmod(cell.x, TILE_CELLS), fposmod(cell.y, TILE_CELLS)))
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material.set_shader_parameter("camera_frac", p - cell)
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material.set_shader_parameter("camera_zoom", 1.0 / camera.zoom.x)
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material.set_shader_parameter("viewport_size", viewport_size)
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material.set_shader_parameter("tile_cells", TILE_CELLS)
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# Renders exactly one period of the procedural field into a texture and hands
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# it to the tiled shader. Runs when a profile that samples a baked field is
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# applied - during the planet-arrival fade, where a single expensive frame is
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# invisible.
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func _bake_field() -> void:
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# Headless runs - every scene-based test - rasterize nothing, so a bake
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# would allocate a render target, await a draw that never produces
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# anything readable, and leave this coroutine suspended forever holding
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# the SubViewport alive. Nothing is lost by skipping: there is no display
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# for the background to appear on.
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if DisplayServer.get_name() == "headless":
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return
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if not _material_wants_baked_field():
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return
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var key: Array = [material.shader, base_color, crater_color, highlight_color]
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if key == _baked_key:
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return
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_baked_key = key
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var procedural: Shader = load("res://shaders/lunar_surface.gdshader")
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if procedural == null:
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push_warning("surface background: could not load the field shader to bake")
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return
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var side: int = int(TILE_CELLS) * BAKE_PIXELS_PER_CELL
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var bake_material := ShaderMaterial.new()
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bake_material.shader = procedural
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# Carry the look across from whatever the profile configured, so the tile
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# is baked with the colours actually in use rather than the shader's own
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# defaults.
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bake_material.set_shader_parameter("base_color", base_color)
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bake_material.set_shader_parameter("crater_color", crater_color)
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bake_material.set_shader_parameter("highlight_color", highlight_color)
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bake_material.set_shader_parameter("cell_size", material.get_shader_parameter("cell_size"))
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bake_material.set_shader_parameter("tile_cells", TILE_CELLS)
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# Non-zero switches the field shader into bake mode: UV maps straight
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# onto one tile and the per-screen-pixel dither is left out.
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bake_material.set_shader_parameter("bake_cells", TILE_CELLS)
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var sub_viewport := SubViewport.new()
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sub_viewport.size = Vector2i(side, side)
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sub_viewport.disable_3d = true
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sub_viewport.transparent_bg = false
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sub_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
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var bake_rect := ColorRect.new()
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bake_rect.material = bake_material
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bake_rect.size = Vector2(side, side)
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sub_viewport.add_child(bake_rect)
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add_child(sub_viewport)
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# One frame for the SubViewport to actually draw, then read it back.
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await RenderingServer.frame_post_draw
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var image: Image = sub_viewport.get_texture().get_image()
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sub_viewport.queue_free()
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if image == null or image.is_empty():
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# Nothing rasterized, so nothing was learned - drop the key so a
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# later apply of the same profile tries again rather than assuming
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# a texture is already in place.
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_baked_key = []
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return
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# Mipmaps are what keep a crater field from shimmering when the camera
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# zooms out and each screen pixel starts covering many texels.
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image.generate_mipmaps()
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var texture := ImageTexture.create_from_image(image)
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material.set_shader_parameter("field_texture", texture)
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