forked from unfa/liblast
New bullet Tracer material.
parent
cf64f5ddc4
commit
a503f63273
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[gd_resource type="ShaderMaterial" load_steps=6 format=2]
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[sub_resource type="VisualShaderNodeFresnel" id=1]
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default_input_values = [ 2, true, 3, 3.0 ]
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[sub_resource type="VisualShaderNodeColorConstant" id=2]
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output_port_for_preview = 0
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constant = Color( 1, 0.937255, 0.215686, 1 )
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[sub_resource type="VisualShaderNodeVectorOp" id=3]
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operator = 2
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[sub_resource type="VisualShaderNodeScalarConstant" id=4]
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constant = 2.0
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[sub_resource type="VisualShader" id=5]
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code = "shader_type spatial;
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render_mode specular_disabled, unshaded;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Color:3
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vec3 n_out3p0 = vec3(1.000000, 0.937255, 0.215686);
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float n_out3p1 = 1.000000;
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// Scalar:5
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float n_out5p0 = 2.000000;
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// VectorOp:4
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vec3 n_out4p0 = n_out3p0 * vec3(n_out5p0);
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// Fresnel:2
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bool n_in2p2 = true;
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float n_in2p3 = 3.00000;
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float n_out2p0 = n_in2p2 ? (pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in2p3)) : (pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in2p3));
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// Output:0
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ALBEDO = n_out4p0;
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ALPHA = n_out2p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -509, -65.75 )
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modes/specular = 4
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flags/unshaded = true
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nodes/fragment/0/position = Vector2( 760, 120 )
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nodes/fragment/2/node = SubResource( 1 )
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nodes/fragment/2/position = Vector2( -380, 80 )
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nodes/fragment/3/node = SubResource( 2 )
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nodes/fragment/3/position = Vector2( -120, 260 )
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nodes/fragment/4/node = SubResource( 3 )
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nodes/fragment/4/position = Vector2( 280, 60 )
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nodes/fragment/5/node = SubResource( 4 )
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nodes/fragment/5/position = Vector2( 200, 380 )
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nodes/fragment/connections = PoolIntArray( 3, 0, 4, 0, 4, 0, 0, 0, 5, 0, 4, 1, 2, 0, 0, 1 )
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[resource]
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shader = SubResource( 5 )
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