[gd_resource type="VisualShader" load_steps=23 format=3 uid="uid://w1pxn1nolx5n"] [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_baanr"] parameter_name = "speed" default_value_enabled = true default_value = 1.0 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_baanr"] operator = 2 [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_2mh5s"] input_name = "time" [sub_resource type="Gradient" id="Gradient_2mh5s"] [sub_resource type="GradientTexture2D" id="GradientTexture2D_baanr"] gradient = SubResource("Gradient_2mh5s") fill_from = Vector2(0.854701, 0.965812) fill_to = Vector2(0.433761, 1) [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_baanr"] texture = SubResource("GradientTexture2D_baanr") [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_2mh5s"] operator = 2 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4g5rp"] output_port_for_preview = 0 operator = 2 [sub_resource type="GradientTexture2D" id="GradientTexture2D_luuak"] gradient = SubResource("Gradient_2mh5s") fill_from = Vector2(0.119658, 0.970085) fill_to = Vector2(0.529915, 1) [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_1f1av"] texture = SubResource("GradientTexture2D_luuak") [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_2mh5s"] source = 5 [sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_4g5rp"] parameter_name = "colors" [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_2mh5s"] expanded_output_ports = [0] [sub_resource type="GradientTexture2D" id="GradientTexture2D_4g5rp"] gradient = SubResource("Gradient_2mh5s") fill_from = Vector2(0, 0.568376) fill_to = Vector2(0, 0) [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_luuak"] output_port_for_preview = 0 texture = SubResource("GradientTexture2D_4g5rp") [sub_resource type="FastNoiseLite" id="FastNoiseLite_baanr"] frequency = 0.0033 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_2mh5s"] seamless = true noise = SubResource("FastNoiseLite_baanr") [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_4g5rp"] output_port_for_preview = 0 texture = SubResource("NoiseTexture2D_2mh5s") [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_luuak"] operator = 1 [sub_resource type="VisualShaderNodeClamp" id="VisualShaderNodeClamp_baanr"] [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_baanr"] [sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_baanr"] default_input_values = [0, 1.0, 1, 0.0, 2, 0.0] op_type = 0 [resource] code = "shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx; uniform sampler2D colors; uniform float speed = 1.0; uniform sampler2D tex_frg_4; uniform sampler2D tex_frg_3; uniform sampler2D tex_frg_13; uniform sampler2D tex_frg_18; void fragment() { // UVFunc:21 vec2 n_in21p1 = vec2(1.00000, 1.00000); vec2 n_in21p2 = vec2(0.00000, 0.00000); vec2 n_out21p0 = n_in21p2 * n_in21p1 + UV; vec4 n_out19p0; // Texture2D:19 n_out19p0 = texture(colors, n_out21p0); // Input:12 float n_out12p0 = TIME; // FloatParameter:10 float n_out10p0 = speed; // FloatOp:11 float n_out11p0 = n_out12p0 * n_out10p0; // VectorCompose:8 float n_in8p0 = 1.00000; vec2 n_out8p0 = vec2(n_in8p0, n_out11p0); // UVFunc:7 vec2 n_in7p1 = vec2(1.00000, 1.00000); vec2 n_out7p0 = n_out8p0 * n_in7p1 + UV; // Texture2D:4 vec4 n_out4p0 = texture(tex_frg_4, n_out7p0); // Texture2D:3 vec4 n_out3p0 = texture(tex_frg_3, UV); // FloatOp:5 float n_out5p0 = n_out4p0.x - n_out3p0.x; // Texture2D:13 vec4 n_out13p0 = texture(tex_frg_13, UV); // Texture2D:18 vec4 n_out18p0 = texture(tex_frg_18, UV); // FloatOp:17 float n_out17p0 = n_out13p0.x * n_out18p0.x; // FloatOp:15 float n_out15p0 = n_out5p0 * n_out17p0; // Clamp:6 float n_in6p1 = 0.00000; float n_in6p2 = 1.00000; float n_out6p0 = clamp(n_out15p0, n_in6p1, n_in6p2); // Output:0 ALBEDO = vec3(n_out19p0.xyz); ALPHA = n_out6p0; } " graph_offset = Vector2(-285.482, -150.426) modes/cull = 2 nodes/fragment/0/position = Vector2(2860, 360) nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_luuak") nodes/fragment/3/position = Vector2(-420, 1440) nodes/fragment/4/node = SubResource("VisualShaderNodeTexture_4g5rp") nodes/fragment/4/position = Vector2(-420, 500) nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_luuak") nodes/fragment/5/position = Vector2(240, 700) nodes/fragment/6/node = SubResource("VisualShaderNodeClamp_baanr") nodes/fragment/6/position = Vector2(2320, 780) nodes/fragment/7/node = SubResource("VisualShaderNodeUVFunc_baanr") nodes/fragment/7/position = Vector2(-1100, 700) nodes/fragment/8/node = SubResource("VisualShaderNodeVectorCompose_baanr") nodes/fragment/8/position = Vector2(-1609.15, 727.385) nodes/fragment/10/node = SubResource("VisualShaderNodeFloatParameter_baanr") nodes/fragment/10/position = Vector2(-2920, 1220) nodes/fragment/11/node = SubResource("VisualShaderNodeFloatOp_baanr") nodes/fragment/11/position = Vector2(-2167.19, 791.113) nodes/fragment/12/node = SubResource("VisualShaderNodeInput_2mh5s") nodes/fragment/12/position = Vector2(-2900, 780) nodes/fragment/13/node = SubResource("VisualShaderNodeTexture_baanr") nodes/fragment/13/position = Vector2(580, 1120) nodes/fragment/15/node = SubResource("VisualShaderNodeFloatOp_2mh5s") nodes/fragment/15/position = Vector2(1660, 700) nodes/fragment/17/node = SubResource("VisualShaderNodeFloatOp_4g5rp") nodes/fragment/17/position = Vector2(1140, 1420) nodes/fragment/18/node = SubResource("VisualShaderNodeTexture_1f1av") nodes/fragment/18/position = Vector2(600, 1700) nodes/fragment/19/node = SubResource("VisualShaderNodeTexture_2mh5s") nodes/fragment/19/position = Vector2(1620, -140) nodes/fragment/20/node = SubResource("VisualShaderNodeTexture2DParameter_4g5rp") nodes/fragment/20/position = Vector2(20, -140) nodes/fragment/21/node = SubResource("VisualShaderNodeUVFunc_2mh5s") nodes/fragment/21/position = Vector2(900, -240) nodes/fragment/connections = PackedInt32Array(6, 0, 0, 1, 3, 0, 5, 1, 4, 0, 5, 0, 7, 0, 4, 0, 8, 0, 7, 2, 11, 0, 8, 1, 10, 0, 11, 1, 12, 0, 11, 0, 5, 0, 15, 0, 15, 0, 6, 0, 13, 0, 17, 0, 18, 0, 17, 1, 17, 0, 15, 1, 19, 0, 0, 0, 20, 0, 19, 2, 21, 0, 19, 0)