giants-godot/assets/terrains/square_one_1/map_visual_shader.tres
2021-09-08 18:36:41 +02:00

141 lines
4.2 KiB
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[gd_resource type="ShaderMaterial" load_steps=17 format=2]
[ext_resource path="res://assets/all_gbs/textures/M_3w_L2_wall.tga" type="Texture" id=1]
[ext_resource path="res://assets/all_gbs/textures/M_3w_L2_ground.tga" type="Texture" id=2]
[ext_resource path="res://assets/terrains/square_one_1/FB63BB0E.cache-colormap.png" type="Texture" id=3]
[sub_resource type="VisualShaderNodeVectorInterp" id=110]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1, 1, 1 ), 2, Vector3( 0.8, 0.8, 0.8 ) ]
[sub_resource type="VisualShaderNodeInput" id=111]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=112]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 40, 40, 40 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorDecompose" id=113]
[sub_resource type="VisualShaderNodeVectorCompose" id=114]
[sub_resource type="VisualShaderNodeTexture" id=102]
texture = ExtResource( 3 )
[sub_resource type="VisualShaderNodeTexture" id=103]
texture = ExtResource( 2 )
[sub_resource type="VisualShaderNodeVectorInterp" id=104]
[sub_resource type="VisualShaderNodeInput" id=108]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=109]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 40, 40, 40 ) ]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=115]
input_name = "normal"
[sub_resource type="VisualShaderNodeTexture" id=116]
texture = ExtResource( 1 )
[sub_resource type="VisualShader" id=106]
code = "shader_type spatial;
render_mode cull_disabled, specular_schlick_ggx;
uniform sampler2D tex_frg_2;
uniform sampler2D tex_frg_3;
uniform sampler2D tex_frg_9;
void vertex() {
// Output:0
}
void fragment() {
// Texture:2
vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy);
vec3 n_out2p0 = tex_frg_2_read.rgb;
float n_out2p1 = tex_frg_2_read.a;
// Input:5
vec3 n_out5p0 = vec3(UV, 0.0);
// VectorOp:6
vec3 n_in6p1 = vec3(40.00000, 40.00000, 40.00000);
vec3 n_out6p0 = n_out5p0 * n_in6p1;
// Texture:3
vec4 tex_frg_3_read = texture(tex_frg_3, n_out6p0.xy);
vec3 n_out3p0 = tex_frg_3_read.rgb;
float n_out3p1 = tex_frg_3_read.a;
// VectorMix:4
vec3 n_in4p2 = vec3(0.50000, 0.50000, 0.50000);
vec3 n_out4p0 = mix(n_out2p0, n_out3p0, n_in4p2);
// Input:11
vec3 n_out11p0 = vec3(UV, 0.0);
// VectorOp:12
vec3 n_in12p1 = vec3(40.00000, 40.00000, 40.00000);
vec3 n_out12p0 = n_out11p0 * n_in12p1;
// Texture:9
vec4 tex_frg_9_read = texture(tex_frg_9, n_out12p0.xy);
vec3 n_out9p0 = tex_frg_9_read.rgb;
float n_out9p1 = tex_frg_9_read.a;
// VectorCompose:15
float n_in15p0 = 0.00000;
float n_in15p1 = 0.00000;
float n_in15p2 = 0.00000;
vec3 n_out15p0 = vec3(n_in15p0, n_in15p1, n_in15p2);
// VectorMix:10
vec3 n_out10p0 = mix(n_out4p0, n_out9p0, n_out15p0);
// Output:0
ALBEDO = n_out10p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( -460, 468.5 )
modes/cull = 2
nodes/fragment/0/position = Vector2( 600, 140 )
nodes/fragment/2/node = SubResource( 102 )
nodes/fragment/2/position = Vector2( -40, 120 )
nodes/fragment/3/node = SubResource( 103 )
nodes/fragment/3/position = Vector2( -40, 360 )
nodes/fragment/4/node = SubResource( 104 )
nodes/fragment/4/position = Vector2( 180, 240 )
nodes/fragment/5/node = SubResource( 108 )
nodes/fragment/5/position = Vector2( -400, 280 )
nodes/fragment/6/node = SubResource( 109 )
nodes/fragment/6/position = Vector2( -220, 340 )
nodes/fragment/8/node = SubResource( 115 )
nodes/fragment/8/position = Vector2( -420, 840 )
nodes/fragment/9/node = SubResource( 116 )
nodes/fragment/9/position = Vector2( 160, 460 )
nodes/fragment/10/node = SubResource( 110 )
nodes/fragment/10/position = Vector2( 460, 500 )
nodes/fragment/11/node = SubResource( 111 )
nodes/fragment/11/position = Vector2( -340, 620 )
nodes/fragment/12/node = SubResource( 112 )
nodes/fragment/12/position = Vector2( -160, 660 )
nodes/fragment/14/node = SubResource( 113 )
nodes/fragment/14/position = Vector2( -180, 840 )
nodes/fragment/15/node = SubResource( 114 )
nodes/fragment/15/position = Vector2( 220, 800 )
nodes/fragment/connections = PoolIntArray( 3, 0, 4, 1, 2, 0, 4, 0, 5, 0, 6, 0, 6, 0, 3, 0, 4, 0, 10, 0, 10, 0, 0, 0, 11, 0, 12, 0, 12, 0, 9, 0, 9, 0, 10, 1, 8, 0, 14, 0, 15, 0, 10, 2 )
[resource]
shader = SubResource( 106 )