broken_seals/game/data/materials/voxelman_shader.tres_off
2019-11-20 13:55:27 +01:00

95 lines
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[gd_resource type="VisualShader" load_steps=7 format=2]
[sub_resource type="VisualShaderNodeVectorOp" id=1]
output_port_for_preview = 0
operator = 2
[sub_resource type="VisualShaderNodeColorUniform" id=2]
uniform_name = "Color"
[sub_resource type="VisualShaderNodeInput" id=3]
input_name = "color"
[sub_resource type="VisualShaderNodeInput" id=4]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=5]
operator = 2
[sub_resource type="VisualShaderNodeTextureUniform" id=6]
uniform_name = "albedo"
[resource]
code = "shader_type spatial;
render_mode specular_disabled, ambient_light_disabled, vertex_lighting;
uniform sampler2D albedo;
uniform vec4 Color : hint_color;
void vertex() {
// Output:0
}
void fragment() {
// Input:2
vec3 n_out2p0;
n_out2p0 = vec3(UV,0.0);
// TextureUniform:9
vec3 n_out9p0;
float n_out9p1;
{
vec4 n_tex_read = texture( albedo , n_out2p0.xy );
n_out9p0 = n_tex_read.rgb;
n_out9p1 = n_tex_read.a;
}
// Input:14
vec3 n_out14p0;
n_out14p0 = COLOR.rgb;
// VectorOp:11
vec3 n_out11p0;
n_out11p0 = n_out9p0 * n_out14p0;
// ColorUniform:13
vec3 n_out13p0;
float n_out13p1;
n_out13p0 = Color.rgb;
n_out13p1 = Color.a;
// VectorOp:7
vec3 n_out7p0;
n_out7p0 = n_out11p0 * n_out13p0;
// Output:0
ALBEDO = n_out7p0;
}
void light() {
// Output:0
}
"
modes/specular = 4
flags/ambient_light_disabled = true
flags/vertex_lighting = true
nodes/fragment/0/position = Vector2( 1080, 40 )
nodes/fragment/2/node = SubResource( 4 )
nodes/fragment/2/position = Vector2( -20, 80 )
nodes/fragment/7/node = SubResource( 5 )
nodes/fragment/7/position = Vector2( 640, 180 )
nodes/fragment/9/node = SubResource( 6 )
nodes/fragment/9/position = Vector2( 160, 20 )
nodes/fragment/11/node = SubResource( 1 )
nodes/fragment/11/position = Vector2( 420, 100 )
nodes/fragment/13/node = SubResource( 2 )
nodes/fragment/13/position = Vector2( 0, 440 )
nodes/fragment/14/node = SubResource( 3 )
nodes/fragment/14/position = Vector2( -60, 220 )
nodes/fragment/connections = PoolIntArray( 2, 0, 9, 0, 9, 0, 11, 0, 11, 0, 7, 0, 13, 0, 7, 1, 14, 0, 11, 1, 7, 0, 0, 0, 2, 0, 9, 0, 9, 0, 11, 0, 11, 0, 7, 0, 13, 0, 7, 1, 14, 0, 11, 1, 7, 0, 0, 0 )