[gd_resource type="ShaderMaterial" load_steps=14 format=3 uid="uid://d4nr1joloeff8"]

[sub_resource type="VisualShaderNodeFloatFunc" id="8"]
output_port_for_preview = 0
function = 17

[sub_resource type="VisualShaderNodeInput" id="14"]
input_name = "time"

[sub_resource type="VisualShaderNodeFloatOp" id="19"]
default_input_values = [0, 0.0, 1, 0.8]
operator = 2

[sub_resource type="VisualShaderNodeVectorOp" id="23"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(1.25, 0)]
op_type = 0
operator = 2

[sub_resource type="VisualShaderNodeFloatOp" id="24"]

[sub_resource type="VisualShaderNodeVectorOp" id="25"]
operator = 2

[sub_resource type="VisualShaderNodeSmoothStep" id="28"]
output_port_for_preview = 0
default_input_values = [0, 0.4, 1, 0.5, 2, 0.0]

[sub_resource type="VisualShaderNodeSmoothStep" id="29"]
output_port_for_preview = 0
default_input_values = [0, 1.0, 1, 0.4, 2, 0.0]

[sub_resource type="VisualShaderNodeFloatOp" id="30"]
output_port_for_preview = 0
operator = 7

[sub_resource type="VisualShaderNodeFloatOp" id="31"]
default_input_values = [0, 0.0, 1, 0.8]
operator = 2

[sub_resource type="VisualShaderNodeInput" id="21"]
output_port_for_preview = 0
expanded_output_ports = [0]
input_name = "uv"

[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_sreim"]
expanded_output_ports = [0]
parameter_name = "beam_color"
default_value_enabled = true
default_value = Color(0.168627, 0.25098, 0.972549, 1)

[sub_resource type="VisualShader" id="22"]
code = "shader_type spatial;
render_mode blend_add, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded;

uniform vec4 beam_color : source_color = vec4(0.168627, 0.250980, 0.972549, 1.000000);



void fragment() {
// ColorParameter:50
	vec4 n_out50p0 = beam_color;


// Input:2
	float n_out2p0 = TIME;


// FloatOp:25
	float n_in25p1 = 0.80000;
	float n_out25p0 = n_out2p0 * n_in25p1;


// Input:5
	vec2 n_out5p0 = UV;
	float n_out5p2 = n_out5p0.g;


// VectorOp:26
	vec2 n_in26p1 = vec2(1.25000, 0.00000);
	vec2 n_out26p0 = vec2(n_out5p2) * n_in26p1;


// FloatOp:27
	float n_out27p0 = n_out25p0 + n_out26p0.x;


// FloatFunc:12
	float n_out12p0 = fract(n_out27p0);


// SmoothStep:46
	float n_in46p0 = 0.40000;
	float n_in46p1 = 0.50000;
	float n_out46p0 = smoothstep(n_in46p0, n_in46p1, n_out12p0);


// SmoothStep:47
	float n_in47p0 = 1.00000;
	float n_in47p1 = 0.40000;
	float n_out47p0 = smoothstep(n_in47p0, n_in47p1, n_out12p0);


// FloatOp:48
	float n_out48p0 = min(n_out46p0, n_out47p0);


// FloatOp:49
	float n_in49p1 = 0.80000;
	float n_out49p0 = n_out48p0 * n_in49p1;


// VectorOp:40
	vec3 n_out40p0 = vec3(n_out50p0.xyz) * vec3(n_out49p0);


// Output:0
	ALBEDO = n_out40p0;
	ALPHA = n_out49p0;


}
"
graph_offset = Vector2(118.2, -413.764)
modes/blend = 1
modes/cull = 2
flags/unshaded = true
nodes/fragment/0/position = Vector2(1820, 0)
nodes/fragment/2/node = SubResource("14")
nodes/fragment/2/position = Vector2(-520, 40)
nodes/fragment/5/node = SubResource("21")
nodes/fragment/5/position = Vector2(-580, 280)
nodes/fragment/12/node = SubResource("8")
nodes/fragment/12/position = Vector2(360, 160)
nodes/fragment/25/node = SubResource("19")
nodes/fragment/25/position = Vector2(-80, 20)
nodes/fragment/26/node = SubResource("23")
nodes/fragment/26/position = Vector2(-220, 280)
nodes/fragment/27/node = SubResource("24")
nodes/fragment/27/position = Vector2(126, 105)
nodes/fragment/40/node = SubResource("25")
nodes/fragment/40/position = Vector2(1617, -84)
nodes/fragment/46/node = SubResource("28")
nodes/fragment/46/position = Vector2(800, -100)
nodes/fragment/47/node = SubResource("29")
nodes/fragment/47/position = Vector2(800, 400)
nodes/fragment/48/node = SubResource("30")
nodes/fragment/48/position = Vector2(1071, 42)
nodes/fragment/49/node = SubResource("31")
nodes/fragment/49/position = Vector2(1302, 84)
nodes/fragment/50/node = SubResource("VisualShaderNodeColorParameter_sreim")
nodes/fragment/50/position = Vector2(1160, -460)
nodes/fragment/connections = PackedInt32Array(2, 0, 25, 0, 25, 0, 27, 0, 26, 0, 27, 1, 27, 0, 12, 0, 12, 0, 47, 2, 46, 0, 48, 0, 47, 0, 48, 1, 48, 0, 49, 0, 49, 0, 0, 1, 40, 0, 0, 0, 49, 0, 40, 1, 5, 2, 26, 0, 12, 0, 46, 2, 50, 0, 40, 0)

[resource]
resource_local_to_scene = true
render_priority = 0
shader = SubResource("22")
shader_parameter/beam_color = Color(0.168627, 0.25098, 0.972549, 1)
