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[frog-ninja.git] / asset / projectile / projectile_outer_shader.tres
1 [gd_resource type="VisualShader" load_steps=17 format=3 uid="uid://cb1uqpepu0fu8"]
2
3 [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_caymd"]
4 parameter_name = "speed"
5 default_value_enabled = true
6 default_value = 1.0
7
8 [sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_wi2x2"]
9 op_type = 0
10
11 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_wi2x2"]
12 default_input_values = [0, 0.0, 1, -1.0]
13 operator = 2
14
15 [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_wi2x2"]
16 parameter_name = "rotation_speed"
17 default_value_enabled = true
18 default_value = 1.0
19
20 [sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_caymd"]
21 parameter_name = "base_color"
22 default_value_enabled = true
23 default_value = Color(3.3, 0, 0.577, 1)
24
25 [sub_resource type="FastNoiseLite" id="FastNoiseLite_caymd"]
26 noise_type = 0
27 frequency = 0.017
28
29 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_caymd"]
30 width = 256
31 height = 256
32 seamless = true
33 noise = SubResource("FastNoiseLite_caymd")
34
35 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_wi2x2"]
36 output_port_for_preview = 0
37 texture = SubResource("NoiseTexture2D_caymd")
38 texture_type = 1
39
40 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_caymd"]
41 output_port_for_preview = 0
42 operator = 1
43
44 [sub_resource type="Gradient" id="Gradient_caymd"]
45
46 [sub_resource type="GradientTexture2D" id="GradientTexture2D_wi2x2"]
47 gradient = SubResource("Gradient_caymd")
48 fill_from = Vector2(1, 0)
49 fill_to = Vector2(1, 0.423077)
50
51 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_3tmym"]
52 output_port_for_preview = 0
53 texture = SubResource("GradientTexture2D_wi2x2")
54 texture_type = 1
55
56 [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_caymd"]
57
58 [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_caymd"]
59 default_input_values = [0, Vector2(0, 0), 1, Vector2(0, -1)]
60 op_type = 0
61 operator = 2
62
63 [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_caymd"]
64 input_name = "time"
65
66 [sub_resource type="VisualShaderNodeClamp" id="VisualShaderNodeClamp_caymd"]
67 default_input_values = [0, 0.0, 1, 0.0, 2, 0.5]
68
69 [resource]
70 code = "shader_type spatial;
71 render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded, shadows_disabled, ambient_light_disabled;
72
73 uniform vec4 base_color : source_color = vec4(3.300000, 0.000000, 0.577000, 1.000000);
74 uniform float rotation_speed = 1.0;
75 uniform float speed = 1.0;
76 uniform sampler2D tex_frg_3 : source_color;
77 uniform sampler2D tex_frg_5 : source_color;
78
79
80
81 void fragment() {
82 // ColorParameter:2
83         vec4 n_out2p0 = base_color;
84
85
86 // Input:8
87         float n_out8p0 = TIME;
88
89
90 // FloatParameter:13
91         float n_out13p0 = rotation_speed;
92
93
94 // FloatParameter:10
95         float n_out10p0 = speed;
96
97
98 // FloatOp:12
99         float n_in12p1 = -1.00000;
100         float n_out12p0 = n_out10p0 * n_in12p1;
101
102
103 // VectorCompose:11
104         vec2 n_out11p0 = vec2(n_out13p0, n_out12p0);
105
106
107 // VectorOp:7
108         vec2 n_out7p0 = vec2(n_out8p0) * n_out11p0;
109
110
111 // UVFunc:6
112         vec2 n_in6p1 = vec2(1.00000, 1.00000);
113         vec2 n_out6p0 = n_out7p0 * n_in6p1 + UV;
114
115
116 // Texture2D:3
117         vec4 n_out3p0 = texture(tex_frg_3, n_out6p0);
118
119
120 // Texture2D:5
121         vec4 n_out5p0 = texture(tex_frg_5, UV);
122
123
124 // FloatOp:4
125         float n_out4p0 = n_out3p0.x - n_out5p0.x;
126
127
128 // Clamp:9
129         float n_in9p1 = 0.00000;
130         float n_in9p2 = 0.50000;
131         float n_out9p0 = clamp(n_out4p0, n_in9p1, n_in9p2);
132
133
134 // Output:0
135         ALBEDO = vec3(n_out2p0.xyz);
136         ALPHA = n_out9p0;
137
138
139 }
140 "
141 graph_offset = Vector2(-646.088, -139.978)
142 modes/cull = 2
143 flags/unshaded = true
144 flags/shadows_disabled = true
145 flags/ambient_light_disabled = true
146 nodes/fragment/0/position = Vector2(1180, 160)
147 nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_caymd")
148 nodes/fragment/2/position = Vector2(-680, -180)
149 nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_wi2x2")
150 nodes/fragment/3/position = Vector2(-640, 300)
151 nodes/fragment/4/node = SubResource("VisualShaderNodeFloatOp_caymd")
152 nodes/fragment/4/position = Vector2(-20, 520)
153 nodes/fragment/5/node = SubResource("VisualShaderNodeTexture_3tmym")
154 nodes/fragment/5/position = Vector2(-640, 1260)
155 nodes/fragment/6/node = SubResource("VisualShaderNodeUVFunc_caymd")
156 nodes/fragment/6/position = Vector2(-1280, 500)
157 nodes/fragment/7/node = SubResource("VisualShaderNodeVectorOp_caymd")
158 nodes/fragment/7/position = Vector2(-1860, 520)
159 nodes/fragment/8/node = SubResource("VisualShaderNodeInput_caymd")
160 nodes/fragment/8/position = Vector2(-2700, 460)
161 nodes/fragment/9/node = SubResource("VisualShaderNodeClamp_caymd")
162 nodes/fragment/9/position = Vector2(500, 480)
163 nodes/fragment/10/node = SubResource("VisualShaderNodeFloatParameter_caymd")
164 nodes/fragment/10/position = Vector2(-3460, 880)
165 nodes/fragment/11/node = SubResource("VisualShaderNodeVectorCompose_wi2x2")
166 nodes/fragment/11/position = Vector2(-2380, 760)
167 nodes/fragment/12/node = SubResource("VisualShaderNodeFloatOp_wi2x2")
168 nodes/fragment/12/position = Vector2(-2860, 820)
169 nodes/fragment/13/node = SubResource("VisualShaderNodeFloatParameter_wi2x2")
170 nodes/fragment/13/position = Vector2(-3460, 360)
171 nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 4, 0, 5, 0, 4, 1, 6, 0, 3, 0, 7, 0, 6, 2, 8, 0, 7, 0, 4, 0, 9, 0, 9, 0, 0, 1, 11, 0, 7, 1, 10, 0, 12, 0, 12, 0, 11, 1, 13, 0, 11, 0)