[gd_resource type="VisualShader" load_steps=9 format=3 uid="uid://fcm46siaht3c"] [ext_resource type="Texture2D" uid="uid://cqjhrbw36g1hf" path="res://assets/sprites/3xwater.png" id="1_s0q3e"] [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_wu54b"] output_port_for_preview = 0 texture = ExtResource("1_s0q3e") [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_s0q3e"] output_port_for_preview = 0 input_name = "uv2" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_wu54b"] input_name = "uv" [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_2m85h"] texture = ExtResource("1_s0q3e") [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_nkbt4"] expanded_output_ports = [0] input_name = "vertex" [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_88kc6"] default_input_values = [0, Vector2(0, 0), 1, Vector2(50, 50)] op_type = 0 [sub_resource type="VisualShaderNodeIf" id="VisualShaderNodeIf_kx7fy"] default_input_values = [0, 0.0, 1, 0.0, 2, 1e-05, 3, Vector3(0, 0, 0), 4, Vector3(0, 0, 0), 5, Vector3(100, 0, 0)] [resource] code = "shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx; void vertex() { // Input:3 vec3 n_out3p0 = VERTEX; float n_out3p2 = n_out3p0.g; vec3 n_out5p0; // If:5 float n_in5p1 = 0.00000; float n_in5p2 = 0.00001; vec3 n_in5p3 = vec3(0.00000, 0.00000, 0.00000); vec3 n_in5p4 = vec3(0.00000, 0.00000, 0.00000); vec3 n_in5p5 = vec3(100.00000, 0.00000, 0.00000); if(abs(n_out3p2 - n_in5p1) < n_in5p2) { n_out5p0 = n_in5p3; } else if(n_out3p2 < n_in5p1) { n_out5p0 = n_in5p5; } else { n_out5p0 = n_in5p4; } // VectorOp:4 vec2 n_out4p0 = vec2(n_out3p0.xy) + vec2(n_out5p0.xy); // Output:0 VERTEX = vec3(n_out4p0, 0.0); } " graph_offset = Vector2(-22.2715, 18.9148) nodes/vertex/0/position = Vector2(1160, 240) nodes/vertex/2/node = SubResource("VisualShaderNodeTexture_2m85h") nodes/vertex/2/position = Vector2(40, 280) nodes/vertex/3/node = SubResource("VisualShaderNodeInput_nkbt4") nodes/vertex/3/position = Vector2(300, 140) nodes/vertex/4/node = SubResource("VisualShaderNodeVectorOp_88kc6") nodes/vertex/4/position = Vector2(860, 120) nodes/vertex/5/node = SubResource("VisualShaderNodeIf_kx7fy") nodes/vertex/5/position = Vector2(640, 340) nodes/vertex/connections = PackedInt32Array(3, 0, 4, 0, 3, 2, 5, 0, 5, 0, 4, 1, 4, 0, 0, 0) nodes/fragment/0/position = Vector2(840, 100) nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_wu54b") nodes/fragment/2/position = Vector2(260, 180) nodes/fragment/3/node = SubResource("VisualShaderNodeInput_s0q3e") nodes/fragment/3/position = Vector2(-140, 200) nodes/fragment/4/node = SubResource("VisualShaderNodeInput_wu54b") nodes/fragment/4/position = Vector2(540, 220)