134 lines
3.8 KiB
Plaintext
134 lines
3.8 KiB
Plaintext
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[gd_resource type="VisualShader" load_steps=10 format=3 uid="uid://bcuduhlnij5mc"]
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pq5me"]
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default_input_values = [0, 1.0, 1, 3.0]
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operator = 5
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[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_2mt73"]
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_tiy0o"]
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parameter_name = "glass_tint"
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_bh66u"]
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parameter_name = "lightcolor"
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_r112a"]
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input_name = "uv"
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[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_al2rv"]
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[sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_jji7r"]
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[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_l4vls"]
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operator = 2
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[sub_resource type="VisualShaderNodeColorOp" id="VisualShaderNodeColorOp_kvrdk"]
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operator = 8
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[resource]
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code = "shader_type spatial;
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render_mode blend_add, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec4 glass_tint : source_color;
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uniform vec4 lightcolor : source_color;
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void fragment() {
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// ColorParameter:3
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vec4 n_out3p0 = glass_tint;
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// FloatConstant:2
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float n_out2p0 = 0.000000;
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// Input:5
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vec2 n_out5p0 = UV;
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// VectorDecompose:6
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float n_out6p0 = vec3(n_out5p0, 0.0).x;
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float n_out6p1 = vec3(n_out5p0, 0.0).y;
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float n_out6p2 = vec3(n_out5p0, 0.0).z;
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// FloatOp:11
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float n_in11p1 = 3.00000;
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float n_out11p0 = pow(n_out6p1, n_in11p1);
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// ColorParameter:4
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vec4 n_out4p0 = lightcolor;
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// Fresnel:7
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float n_in7p3 = 1.00000;
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float n_out7p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in7p3);
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// VectorOp:8
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vec3 n_out8p0 = vec3(n_out4p0.xyz) * vec3(n_out7p0);
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vec3 n_out9p0;
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// ColorOp:9
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{
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float base = vec3(n_out11p0).x;
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float blend = n_out8p0.x;
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if (base < 0.5) {
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n_out9p0.x = (base * (2.0 * blend));
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} else {
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n_out9p0.x = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
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}
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}
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{
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float base = vec3(n_out11p0).y;
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float blend = n_out8p0.y;
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if (base < 0.5) {
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n_out9p0.y = (base * (2.0 * blend));
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} else {
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n_out9p0.y = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
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}
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}
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{
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float base = vec3(n_out11p0).z;
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float blend = n_out8p0.z;
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if (base < 0.5) {
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n_out9p0.z = (base * (2.0 * blend));
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} else {
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n_out9p0.z = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
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}
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}
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// Output:0
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ALBEDO = vec3(n_out3p0.xyz);
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ROUGHNESS = n_out2p0;
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EMISSION = n_out9p0;
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}
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"
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graph_offset = Vector2(-417.912, 232.614)
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modes/blend = 1
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nodes/fragment/2/node = SubResource("VisualShaderNodeFloatConstant_2mt73")
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nodes/fragment/2/position = Vector2(40, 260)
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nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_tiy0o")
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nodes/fragment/3/position = Vector2(-280, 120)
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nodes/fragment/4/node = SubResource("VisualShaderNodeColorParameter_bh66u")
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nodes/fragment/4/position = Vector2(-680, 280)
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nodes/fragment/5/node = SubResource("VisualShaderNodeInput_r112a")
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nodes/fragment/5/position = Vector2(-960, 660)
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nodes/fragment/6/node = SubResource("VisualShaderNodeVectorDecompose_al2rv")
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nodes/fragment/6/position = Vector2(-620, 660)
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nodes/fragment/7/node = SubResource("VisualShaderNodeFresnel_jji7r")
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nodes/fragment/7/position = Vector2(-620, 460)
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nodes/fragment/8/node = SubResource("VisualShaderNodeVectorOp_l4vls")
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nodes/fragment/8/position = Vector2(-180, 380)
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nodes/fragment/9/node = SubResource("VisualShaderNodeColorOp_kvrdk")
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nodes/fragment/9/position = Vector2(40, 360)
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nodes/fragment/11/node = SubResource("VisualShaderNodeFloatOp_pq5me")
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nodes/fragment/11/position = Vector2(-380, 640)
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nodes/fragment/connections = PackedInt32Array(2, 0, 0, 3, 3, 0, 0, 0, 5, 0, 6, 0, 4, 0, 8, 0, 7, 0, 8, 1, 6, 1, 11, 0, 9, 0, 0, 5, 8, 0, 9, 1, 11, 0, 9, 0)
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