[gd_resource type="VisualShader" load_steps=16 format=3]

[sub_resource type="VisualShaderNodeCompare" id="5"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0), 2, 1e-05]
type = 3
function = 4
condition = 1

[sub_resource type="VisualShaderNodeFloatParameter" id="6"]
parameter_name = "progress"

[sub_resource type="VisualShaderNodeVectorCompose" id="7"]

[sub_resource type="VisualShaderNodeFloatOp" id="8"]
output_port_for_preview = 0
operator = 6

[sub_resource type="VisualShaderNodeColorParameter" id="9"]
parameter_name = "bar_color"

[sub_resource type="VisualShaderNodeTexture2DParameter" id="17"]
parameter_name = "bar_texture"
texture_type = 1

[sub_resource type="VisualShaderNodeVectorOp" id="18"]
operator = 2

[sub_resource type="VisualShaderNodeFloatOp" id="19"]
operator = 2

[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_hpnli"]
output_port_for_preview = 0
expanded_output_ports = [0]
source = 5
texture_type = 1

[sub_resource type="VisualShaderNodeVec3Parameter" id="VisualShaderNodeVec3Parameter_fhc2j"]
parameter_name = "cutout"
default_value_enabled = true
default_value = Vector3(4.85, 0.33, 0)

[sub_resource type="VisualShaderNodeInput" id="10"]
input_name = "uv"

[sub_resource type="VisualShaderNodeVectorOp" id="11"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(10, 1, 0)]
operator = 2

[sub_resource type="VisualShaderNodeVectorOp" id="12"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(5, 0.5, 0)]
operator = 1

[sub_resource type="VisualShaderNodeVectorFunc" id="13"]
function = 4

[sub_resource type="VisualShaderNodeCompare" id="15"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(4.85, 0.33, 0), 2, 1e-05]
type = 3
function = 2
condition = 1

[resource]
code = "shader_type spatial;
render_mode unshaded;

uniform vec4 bar_color : source_color;
uniform sampler2D bar_texture : source_color;
uniform vec3 cutout = vec3(4.850000, 0.330000, 0.000000);
uniform float progress;



void fragment() {
// ColorParameter:15
	vec4 n_out15p0 = bar_color;



	vec4 n_out19p0;
// Texture2D:19
	n_out19p0 = texture(bar_texture, UV);
	float n_out19p4 = n_out19p0.a;


// VectorOp:17
	vec3 n_out17p0 = vec3(n_out15p0.xyz) * vec3(n_out19p0.xyz);


// Input:3
	vec2 n_out3p0 = UV;


// VectorOp:4
	vec3 n_in4p1 = vec3(10.00000, 1.00000, 0.00000);
	vec3 n_out4p0 = vec3(n_out3p0, 0.0) * n_in4p1;


// VectorOp:5
	vec3 n_in5p1 = vec3(5.00000, 0.50000, 0.00000);
	vec3 n_out5p0 = n_out4p0 - n_in5p1;


// VectorFunc:6
	vec3 n_out6p0 = abs(n_out5p0);


// Vector3Parameter:20
	vec3 n_out20p0 = cutout;


	bool n_out8p0;
// Compare:8
	{
		bvec3 _bv = greaterThan(n_out6p0, n_out20p0);
		n_out8p0 = any(_bv);
	}


// FloatParameter:12
	float n_out12p0 = progress;


// VectorCompose:13
	float n_in13p1 = 0.00000;
	float n_in13p2 = 0.00000;
	vec3 n_out13p0 = vec3(n_out12p0, n_in13p1, n_in13p2);


	bool n_out11p0;
// Compare:11
	{
		bvec3 _bv = lessThan(vec3(n_out3p0, 0.0), n_out13p0);
		n_out11p0 = any(_bv);
	}


// FloatOp:14
	float n_out14p0 = max((n_out8p0 ? 1.0 : 0.0), (n_out11p0 ? 1.0 : 0.0));


// FloatOp:18
	float n_out18p0 = n_out19p4 * n_out14p0;


// Output:0
	ALBEDO = n_out17p0;
	ALPHA = n_out18p0;


}
"
graph_offset = Vector2(-744.269, 307.118)
flags/unshaded = true
nodes/fragment/0/position = Vector2(1220, 440)
nodes/fragment/3/node = SubResource("10")
nodes/fragment/3/position = Vector2(-1020, 580)
nodes/fragment/4/node = SubResource("11")
nodes/fragment/4/position = Vector2(-620, 400)
nodes/fragment/5/node = SubResource("12")
nodes/fragment/5/position = Vector2(-440, 400)
nodes/fragment/6/node = SubResource("13")
nodes/fragment/6/position = Vector2(-240, 420)
nodes/fragment/8/node = SubResource("15")
nodes/fragment/8/position = Vector2(240, 460)
nodes/fragment/11/node = SubResource("5")
nodes/fragment/11/position = Vector2(240, 860)
nodes/fragment/12/node = SubResource("6")
nodes/fragment/12/position = Vector2(-640, 980)
nodes/fragment/13/node = SubResource("7")
nodes/fragment/13/position = Vector2(-280, 960)
nodes/fragment/14/node = SubResource("8")
nodes/fragment/14/position = Vector2(480, 680)
nodes/fragment/15/node = SubResource("9")
nodes/fragment/15/position = Vector2(580, -40)
nodes/fragment/16/node = SubResource("17")
nodes/fragment/16/position = Vector2(40, -100)
nodes/fragment/17/node = SubResource("18")
nodes/fragment/17/position = Vector2(980, 80)
nodes/fragment/18/node = SubResource("19")
nodes/fragment/18/position = Vector2(940, 500)
nodes/fragment/19/node = SubResource("VisualShaderNodeTexture_hpnli")
nodes/fragment/19/position = Vector2(480, 260)
nodes/fragment/20/node = SubResource("VisualShaderNodeVec3Parameter_fhc2j")
nodes/fragment/20/position = Vector2(-280, 600)
nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 4, 0, 5, 0, 5, 0, 6, 0, 6, 0, 8, 0, 3, 0, 11, 0, 13, 0, 11, 1, 12, 0, 13, 0, 8, 0, 14, 0, 11, 0, 14, 1, 15, 0, 17, 0, 17, 0, 0, 0, 18, 0, 0, 1, 14, 0, 18, 1, 16, 0, 19, 2, 19, 4, 18, 0, 19, 0, 17, 1, 20, 0, 8, 1)
