TinyAdventure/world/water_simple_warping.tres

116 lines
3.5 KiB
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[gd_resource type="VisualShader" load_steps=12 format=3 uid="uid://4p6c77xksyue"]
[ext_resource type="Texture2D" uid="uid://psahbr51jdj6" path="res://assets/textures/water_c.png" id="1_411gm"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_jdsi0"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0.1, 0.1)]
op_type = 0
operator = 2
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_r45yy"]
default_input_values = [0, Vector2(0, 0)]
port_type = 3
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_l6sy6"]
texture = ExtResource("1_411gm")
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_v5ed2"]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_qai4c"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(200, 200)]
op_type = 0
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_tj5io"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
op_type = 0
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_ymjaa"]
function = 0
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_wxljw"]
input_name = "time"
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_p7aqe"]
function = 1
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_cka31"]
op_type = 0
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D tex_frg_2;
void fragment() {
// Input:7
float n_out7p0 = TIME;
// FloatFunc:6
float n_out6p0 = sin(n_out7p0);
// FloatFunc:8
float n_out8p0 = cos(n_out7p0);
// VectorCompose:9
vec2 n_out9p0 = vec2(n_out6p0, n_out8p0);
// VectorOp:10
vec2 n_in10p1 = vec2(0.10000, 0.10000);
vec2 n_out10p0 = n_out9p0 * n_in10p1;
// Input:3
vec2 n_out3p0 = UV;
// VectorOp:4
vec2 n_in4p1 = vec2(200.00000, 200.00000);
vec2 n_out4p0 = n_out3p0 * n_in4p1;
// VectorOp:5
vec2 n_out5p0 = n_out10p0 + n_out4p0;
// Texture2D:2
vec4 n_out2p0 = texture(tex_frg_2, n_out5p0);
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
}
"
nodes/fragment/0/position = Vector2(720, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_l6sy6")
nodes/fragment/2/position = Vector2(520, 140)
nodes/fragment/3/node = SubResource("VisualShaderNodeInput_v5ed2")
nodes/fragment/3/position = Vector2(-840, 460)
nodes/fragment/4/node = SubResource("VisualShaderNodeVectorOp_qai4c")
nodes/fragment/4/position = Vector2(-420, 300)
nodes/fragment/5/node = SubResource("VisualShaderNodeVectorOp_tj5io")
nodes/fragment/5/position = Vector2(40, 120)
nodes/fragment/6/node = SubResource("VisualShaderNodeFloatFunc_ymjaa")
nodes/fragment/6/position = Vector2(-680, 40)
nodes/fragment/7/node = SubResource("VisualShaderNodeInput_wxljw")
nodes/fragment/7/position = Vector2(-1000, 100)
nodes/fragment/8/node = SubResource("VisualShaderNodeFloatFunc_p7aqe")
nodes/fragment/8/position = Vector2(-640, 160)
nodes/fragment/9/node = SubResource("VisualShaderNodeVectorCompose_cka31")
nodes/fragment/9/position = Vector2(-420, 40)
nodes/fragment/10/node = SubResource("VisualShaderNodeVectorOp_jdsi0")
nodes/fragment/10/position = Vector2(-220, 60)
nodes/fragment/11/node = SubResource("VisualShaderNodeReroute_r45yy")
nodes/fragment/11/position = Vector2(188.812, 194.775)
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 4, 0, 4, 0, 5, 1, 7, 0, 6, 0, 7, 0, 8, 0, 6, 0, 9, 0, 8, 0, 9, 1, 5, 0, 2, 0, 5, 0, 11, 0, 9, 0, 10, 0, 10, 0, 5, 0)