GodotComponentTest/Materials/PhysicsObjects.tres

74 lines
1.6 KiB
Plaintext

[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 )