74 lines
1.6 KiB
Plaintext
74 lines
1.6 KiB
Plaintext
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[gd_resource type="ShaderMaterial" load_steps=7 format=2]
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[ext_resource path="res://Assets/white.png" type="Texture" id=1]
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[sub_resource type="VisualShaderNodeColorConstant" id=2]
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constant = Color( 0.953125, 0.0670166, 0.0670166, 1 )
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[sub_resource type="VisualShaderNodeTextureUniform" id=3]
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uniform_name = "TextureUniform"
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[sub_resource type="VisualShaderNodeInput" id=6]
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input_name = "fragcoord"
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[sub_resource type="VisualShaderNodeVectorOp" id=7]
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operator = 2
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[sub_resource type="VisualShader" id=4]
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code = "shader_type canvas_item;
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uniform sampler2D TextureUniform;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Color:2
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vec3 n_out2p0 = vec3(0.953125, 0.067017, 0.067017);
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float n_out2p1 = 1.000000;
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// Input:4
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vec3 n_out4p0 = FRAGCOORD.xyz;
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// TextureUniform:3
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vec3 n_out3p0;
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float n_out3p1;
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{
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vec4 n_tex_read = texture(TextureUniform, n_out4p0.xy);
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n_out3p0 = n_tex_read.rgb;
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n_out3p1 = n_tex_read.a;
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}
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// VectorOp:5
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vec3 n_out5p0 = n_out2p0 * n_out3p0;
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// Output:0
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COLOR.rgb = n_out5p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -314, -142.5 )
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mode = 1
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flags/light_only = false
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nodes/fragment/2/node = SubResource( 2 )
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nodes/fragment/2/position = Vector2( -20, 180 )
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nodes/fragment/3/node = SubResource( 3 )
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nodes/fragment/3/position = Vector2( -40, 360 )
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nodes/fragment/4/node = SubResource( 6 )
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nodes/fragment/4/position = Vector2( -260, 360 )
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nodes/fragment/5/node = SubResource( 7 )
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nodes/fragment/5/position = Vector2( 200, 240 )
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nodes/fragment/connections = PoolIntArray( 2, 0, 5, 0, 3, 0, 5, 1, 5, 0, 0, 0, 4, 0, 3, 0 )
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[resource]
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shader = SubResource( 4 )
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shader_param/TextureUniform = ExtResource( 1 )
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