Files
slopvivors/assets/shaders/vis_water.tres

91 lines
2.8 KiB
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[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);
}
"
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)