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