Altered input wheel colours, and made the custom material for the wheels accept the colours of the ColorRect they're applied to.
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@ -3,5 +3,5 @@ shader_type canvas_item;
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void fragment() {
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void fragment() {
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float dist = 1.0f - (distance(vec2(0.5f, 0.5f), UV.xy) * 2.0);
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float dist = 1.0f - (distance(vec2(0.5f, 0.5f), UV.xy) * 2.0);
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float value = smoothstep(0.0f, 0.01, dist);
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float value = smoothstep(0.0f, 0.01, dist);
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COLOR = vec4(1.0, 1.0, 1.0, value);
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COLOR = vec4(COLOR.xyz, value);
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}
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}
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@ -101,6 +101,7 @@ grow_vertical = 2
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[node name="ColorRect" type="ColorRect" parent="AspectRatioContainer"]
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[node name="ColorRect" type="ColorRect" parent="AspectRatioContainer"]
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material = ExtResource("5_bebuy")
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material = ExtResource("5_bebuy")
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layout_mode = 2
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layout_mode = 2
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color = Color(0.233925, 0.233925, 0.233925, 1)
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[node name="CaretHorizontalMoveTimer" type="Timer" parent="."]
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[node name="CaretHorizontalMoveTimer" type="Timer" parent="."]
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one_shot = true
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one_shot = true
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@ -52,3 +52,4 @@ grow_horizontal = 2
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grow_vertical = 2
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grow_vertical = 2
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scale = Vector2(0.85, 0.85)
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scale = Vector2(0.85, 0.85)
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pivot_offset = Vector2(175, 175)
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pivot_offset = Vector2(175, 175)
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color = Color(0.303233, 0.303233, 0.303233, 1)
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