Fixed crosshair shader.
parent
266b0a9409
commit
35253ee7e1
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@ -5,14 +5,14 @@ default_input_values = [0, Vector3(0, 0, 0)]
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expanded_output_ports = []
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expanded_output_ports = []
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[sub_resource type="VisualShaderNodeSwitch" id="VisualShaderNodeSwitch_w5e8y"]
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[sub_resource type="VisualShaderNodeSwitch" id="VisualShaderNodeSwitch_w5e8y"]
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default_input_values = [0, false, 1, Vector3(0, 0, 0), 2, Vector3(1, 1, 1)]
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default_input_values = [0, false, 1, Vector3(1, 1, 1), 2, Vector3(0, 0, 0)]
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expanded_output_ports = []
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expanded_output_ports = []
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op_type = 2
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op_type = 2
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[sub_resource type="VisualShaderNodeCompare" id="VisualShaderNodeCompare_8o1qy"]
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[sub_resource type="VisualShaderNodeCompare" id="VisualShaderNodeCompare_8o1qy"]
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default_input_values = [0, 0.0, 1, 0.9, 2, 1e-05]
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default_input_values = [0, 0.0, 1, 0.9, 2, 1e-05]
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expanded_output_ports = []
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expanded_output_ports = []
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function = 2
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function = 4
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0xt2k"]
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0xt2k"]
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default_input_values = []
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default_input_values = []
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@ -59,13 +59,13 @@ void fragment() {
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// Compare:13
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// Compare:13
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float n_in13p1 = 0.90000;
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float n_in13p1 = 0.90000;
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bool n_out13p0 = dot(n_out10p0, vec3(0.333333, 0.333333, 0.333333)) > n_in13p1;
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bool n_out13p0 = dot(n_out10p0, vec3(0.333333, 0.333333, 0.333333)) < n_in13p1;
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vec3 n_out12p0;
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vec3 n_out12p0;
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// Switch:12
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// Switch:12
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vec3 n_in12p1 = vec3(0.00000, 0.00000, 0.00000);
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vec3 n_in12p1 = vec3(1.00000, 1.00000, 1.00000);
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vec3 n_in12p2 = vec3(1.00000, 1.00000, 1.00000);
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vec3 n_in12p2 = vec3(0.00000, 0.00000, 0.00000);
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if(n_out13p0)
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if(n_out13p0)
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{
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{
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n_out12p0 = n_in12p1;
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n_out12p0 = n_in12p1;
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@ -82,7 +82,7 @@ void fragment() {
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}
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}
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"
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"
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graph_offset = Vector2(408.331, -13.6599)
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graph_offset = Vector2(-149.173, 27.2767)
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engine_version = {
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engine_version = {
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"major": 4,
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"major": 4,
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"minor": 0
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"minor": 0
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@ -90,15 +90,15 @@ engine_version = {
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mode = 1
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mode = 1
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flags/light_only = false
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flags/light_only = false
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flags/unshaded = true
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flags/unshaded = true
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nodes/fragment/0/position = Vector2(820, 220)
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nodes/fragment/0/position = Vector2(660, 360)
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nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_0xt2k" )
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nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_0xt2k" )
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nodes/fragment/2/position = Vector2(-520, 380)
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nodes/fragment/2/position = Vector2(-320, 360)
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nodes/fragment/8/node = SubResource( "VisualShaderNodeTexture_33whc" )
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nodes/fragment/8/node = SubResource( "VisualShaderNodeTexture_33whc" )
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nodes/fragment/8/position = Vector2(-220, 360)
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nodes/fragment/8/position = Vector2(-100, 360)
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nodes/fragment/10/node = SubResource( "VisualShaderNodeColorFunc_15wpt" )
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nodes/fragment/10/node = SubResource( "VisualShaderNodeColorFunc_15wpt" )
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nodes/fragment/10/position = Vector2(-40, 300)
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nodes/fragment/10/position = Vector2(80, 360)
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nodes/fragment/12/node = SubResource( "VisualShaderNodeSwitch_w5e8y" )
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nodes/fragment/12/node = SubResource( "VisualShaderNodeSwitch_w5e8y" )
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nodes/fragment/12/position = Vector2(560, 220)
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nodes/fragment/12/position = Vector2(460, 360)
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nodes/fragment/13/node = SubResource( "VisualShaderNodeCompare_8o1qy" )
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nodes/fragment/13/node = SubResource( "VisualShaderNodeCompare_8o1qy" )
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nodes/fragment/13/position = Vector2(360, 220)
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nodes/fragment/13/position = Vector2(280, 360)
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nodes/fragment/connections = PackedInt32Array(2, 0, 8, 0, 8, 0, 10, 0, 10, 0, 13, 0, 13, 0, 12, 0, 12, 0, 0, 0)
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nodes/fragment/connections = PackedInt32Array(2, 0, 8, 0, 8, 0, 10, 0, 10, 0, 13, 0, 13, 0, 12, 0, 12, 0, 0, 0)
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