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gate.tres
115 lines (80 loc) · 3.56 KB
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gate.tres
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[gd_resource type="VisualShader" load_steps=11 format=3 uid="uid://bhuycfujwnpnp"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_77dk3"]
parameter_name = "emission_color"
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_g7swe"]
parameter_name = "emission_strength"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_7lmem"]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_wjc1k"]
expanded_output_ports = [0]
source = 5
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_4i5mh"]
parameter_name = "noise"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_cryve"]
input_name = "time"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_4gm7l"]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_d63hg"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_uvlah"]
default_input_values = [0, 0.1, 1, 0.0]
operator = 2
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kybh4"]
parameter_name = "portal_color"
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 portal_color : source_color;
uniform sampler2D noise;
uniform float emission_strength;
uniform vec4 emission_color : source_color;
void fragment() {
// ColorParameter:9
vec4 n_out9p0 = portal_color;
// Input:4
float n_out4p0 = TIME;
// FloatOp:8
float n_in8p0 = 0.10000;
float n_out8p0 = n_in8p0 * n_out4p0;
// Input:6
vec2 n_out6p0 = UV;
// VectorOp:7
vec3 n_out7p0 = vec3(n_out8p0) + vec3(n_out6p0, 0.0);
vec4 n_out2p0;
// Texture2D:2
n_out2p0 = texture(noise, vec2(n_out7p0.xy));
float n_out2p3 = n_out2p0.b;
// FloatParameter:11
float n_out11p0 = emission_strength;
// ColorParameter:10
vec4 n_out10p0 = emission_color;
// VectorOp:12
vec3 n_out12p0 = vec3(n_out11p0) * vec3(n_out10p0.xyz);
// Output:0
ALBEDO = vec3(n_out9p0.xyz);
ALPHA = n_out2p3;
EMISSION = n_out12p0;
}
"
flags/unshaded = true
nodes/fragment/0/position = Vector2(2420, 160)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_wjc1k")
nodes/fragment/2/position = Vector2(1120, 300)
nodes/fragment/3/node = SubResource("VisualShaderNodeTexture2DParameter_4i5mh")
nodes/fragment/3/position = Vector2(-360, 700)
nodes/fragment/4/node = SubResource("VisualShaderNodeInput_cryve")
nodes/fragment/4/position = Vector2(-980, -60)
nodes/fragment/6/node = SubResource("VisualShaderNodeInput_4gm7l")
nodes/fragment/6/position = Vector2(-540, 340)
nodes/fragment/7/node = SubResource("VisualShaderNodeVectorOp_d63hg")
nodes/fragment/7/position = Vector2(620, 100)
nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_uvlah")
nodes/fragment/8/position = Vector2(80, -100)
nodes/fragment/9/node = SubResource("VisualShaderNodeColorParameter_kybh4")
nodes/fragment/9/position = Vector2(1140, -360)
nodes/fragment/10/node = SubResource("VisualShaderNodeColorParameter_77dk3")
nodes/fragment/10/position = Vector2(1020, 1420)
nodes/fragment/11/node = SubResource("VisualShaderNodeFloatParameter_g7swe")
nodes/fragment/11/position = Vector2(1040, 920)
nodes/fragment/12/node = SubResource("VisualShaderNodeVectorOp_7lmem")
nodes/fragment/12/position = Vector2(1860, 980)
nodes/fragment/connections = PackedInt32Array(3, 0, 2, 2, 2, 3, 0, 1, 6, 0, 7, 1, 7, 0, 2, 0, 4, 0, 8, 1, 8, 0, 7, 0, 10, 0, 12, 1, 11, 0, 12, 0, 12, 0, 0, 5, 9, 0, 0, 0)