xrjamfeb2025/assets/maps/holodeck/materials/holodeck_map_shader.tres

126 lines
3.9 KiB
Text

[gd_resource type="VisualShader" load_steps=11 format=3 uid="uid://y6tg1jpuq3l3"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_vpqyn"]
parameter_name = "grid_color"
default_value_enabled = true
default_value = Color(1, 0.891186, 0, 1)
[sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_gtoha"]
size = Vector2(839.821, 618.333)
title = "Grid albedo"
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_lyqxh"]
parameter_name = "grid_texture"
texture_type = 1
texture_filter = 4
texture_repeat = 1
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_yw2hg"]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_chh5r"]
source = 5
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_kkkmo"]
input_name = "vertex"
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_g5u13"]
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_s2l5i"]
op_type = 0
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_3474v"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
op_type = 0
operator = 2
[sub_resource type="VisualShaderNodeVec2Parameter" id="VisualShaderNodeVec2Parameter_va76r"]
parameter_name = "grid_scale"
default_value_enabled = true
default_value = Vector2(1, 1)
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec2 grid_scale = vec2(1.000000, 1.000000);
uniform vec4 grid_color : source_color = vec4(1.000000, 0.891186, 0.000000, 1.000000);
uniform sampler2D grid_texture : source_color, filter_linear_mipmap, repeat_enable;
void vertex() {
// Input:2
vec3 n_out2p0 = VERTEX;
// VectorDecompose:3
float n_out3p0 = n_out2p0.x;
float n_out3p1 = n_out2p0.y;
float n_out3p2 = n_out2p0.z;
// VectorCompose:4
vec2 n_out4p0 = vec2(n_out3p0, n_out3p1);
// Vector2Parameter:6
vec2 n_out6p0 = grid_scale;
// VectorOp:5
vec2 n_out5p0 = n_out4p0 * n_out6p0;
// Output:0
UV = n_out5p0;
}
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = grid_color;
vec4 n_out5p0;
// Texture2D:5
n_out5p0 = texture(grid_texture, UV);
// VectorOp:4
vec3 n_out4p0 = vec3(n_out2p0.xyz) * vec3(n_out5p0.xyz);
// Output:0
ALBEDO = n_out4p0;
}
"
graph_offset = Vector2(-643.693, -65.0522)
flags/unshaded = true
nodes/vertex/0/position = Vector2(600, 0)
nodes/vertex/2/node = SubResource("VisualShaderNodeInput_kkkmo")
nodes/vertex/2/position = Vector2(-600, 0)
nodes/vertex/3/node = SubResource("VisualShaderNodeVectorDecompose_g5u13")
nodes/vertex/3/position = Vector2(-260, 0)
nodes/vertex/4/node = SubResource("VisualShaderNodeVectorCompose_s2l5i")
nodes/vertex/4/position = Vector2(0, 0)
nodes/vertex/5/node = SubResource("VisualShaderNodeVectorOp_3474v")
nodes/vertex/5/position = Vector2(220, 0)
nodes/vertex/6/node = SubResource("VisualShaderNodeVec2Parameter_va76r")
nodes/vertex/6/position = Vector2(-260, 200)
nodes/vertex/connections = PackedInt32Array(2, 0, 3, 0, 3, 0, 4, 0, 3, 1, 4, 1, 4, 0, 5, 0, 5, 0, 0, 4, 6, 0, 5, 1)
nodes/fragment/0/position = Vector2(220, -20)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_vpqyn")
nodes/fragment/2/position = Vector2(-680, 20)
nodes/fragment/3/node = SubResource("VisualShaderNodeTexture2DParameter_lyqxh")
nodes/fragment/3/position = Vector2(-680, 280)
nodes/fragment/4/node = SubResource("VisualShaderNodeVectorOp_yw2hg")
nodes/fragment/4/position = Vector2(-60, 80)
nodes/fragment/5/node = SubResource("VisualShaderNodeTexture_chh5r")
nodes/fragment/5/position = Vector2(-340, 280)
nodes/fragment/22/node = SubResource("VisualShaderNodeComment_gtoha")
nodes/fragment/22/position = Vector2(-700, -20)
nodes/fragment/connections = PackedInt32Array(2, 0, 4, 0, 3, 0, 5, 2, 5, 0, 4, 1, 4, 0, 0, 0)