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+animation/clip_256/name="" +animation/clip_256/start_frame=0 +animation/clip_256/end_frame=0 +animation/clip_256/loops=false diff --git a/Game/Assets/Maps/DM1/Level_DM1.tscn b/Game/Assets/Maps/DM1/Level_DM1.tscn new file mode 100644 index 0000000..74001c3 --- /dev/null +++ b/Game/Assets/Maps/DM1/Level_DM1.tscn @@ -0,0 +1,1749 @@ +[gd_scene load_steps=27 format=2] + +[ext_resource path="res://Assets/Maps/DM1/DM1_dev_materials.glb" type="PackedScene" id=1] +[ext_resource path="res://Assets/Audio/SFX/Ambient_BuzzAndHum.wav" type="AudioStream" id=2] +[ext_resource path="res://Classes/LevelComponents/SpawnPoint.tscn" type="PackedScene" id=9] +[ext_resource path="res://Assets/Maps/DM1/OmniFlicker.gd" type="Script" id=10] +[ext_resource path="res://Assets/Maps/DM1/SpotFlicker.gd" type="Script" id=11] +[ext_resource path="res://Assets/Audio/SFX/Ambient_Pipes.wav" type="AudioStream" id=12] +[ext_resource path="res://Classes/LevelComponents/SpawnPointsManager.gd" type="Script" id=13] +[ext_resource path="res://Classes/LevelComponents/Killfloor.tscn" type="PackedScene" id=14] + +[sub_resource type="ProceduralSky" id=1] + +[sub_resource type="Environment" id=2] +background_mode = 2 +background_sky = SubResource( 1 ) +tonemap_mode = 3 +tonemap_white = 1.5 +ss_reflections_max_steps = 256 +ss_reflections_fade_in = 0.14489 +ss_reflections_fade_out = 1.10957 +ssao_intensity = 8.0 +glow_enabled = true +glow_levels/1 = true +glow_levels/2 = true +glow_levels/4 = true +glow_intensity = 0.1 +glow_strength = 0.93 +glow_blend_mode = 1 +glow_hdr_threshold = 0.3 +glow_bicubic_upscale = true +adjustment_brightness = 1.06 +adjustment_contrast = 1.13 +adjustment_saturation = 1.03 + +[sub_resource type="Shader" id=3] +code = "shader_type spatial; +varying float elapsed_time; +uniform float density = 1.0; +uniform float speed = 1.0; +uniform float offset = 0.0; +uniform vec4 color : hint_color = vec4(1,1,1,1); + +void vertex() { + elapsed_time = TIME * speed + offset; +} + +//--- + +float rand(vec2 x) { + return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); +} + +vec2 rand2(vec2 x) { + return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); +} + +vec3 rand3(vec2 x) { + return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398)), + dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); +} + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); + vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +float shape_circle(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float distance = length(uv); + return clamp((1.0-distance/size)/edge, 0.0, 1.0); +} + +float shape_polygon(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y)+3.14159265359; + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(angle/slice-0.5+2.0*step(mod(angle, slice), 0.5*slice))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_curved_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_rays(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = 0.5*max(edge, 1.0e-8)*size; + float slice = 6.28318530718/sides; + float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; + return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); +} + +float rand31(vec3 p) { + return fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123); +} +vec3 rand33(vec3 p){ + p = vec3( dot(p,vec3(127.1,311.7, 74.7)), + dot(p,vec3(269.5,183.3,246.1)), + dot(p,vec3(113.5,271.9,124.6))); + + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float tex3d_fbm_value(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float p000 = rand31(mod(o, size)); + float p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size)); + float p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size)); + float p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size)); + float p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size)); + float p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size)); + float p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size)); + float p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size)); + vec3 t = f * f * (3.0 - 2.0 * f); + return mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + vec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5)); + vec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5)); + vec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5)); + vec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5)); + float p000 = dot(v000, f); + float p001 = dot(v001, f - vec3(0.0, 0.0, 1.0)); + float p010 = dot(v010, f - vec3(0.0, 1.0, 0.0)); + float p011 = dot(v011, f - vec3(0.0, 1.0, 1.0)); + float p100 = dot(v100, f - vec3(1.0, 0.0, 0.0)); + float p101 = dot(v101, f - vec3(1.0, 0.0, 1.0)); + float p110 = dot(v110, f - vec3(1.0, 1.0, 0.0)); + float p111 = dot(v111, f - vec3(1.0, 1.0, 1.0)); + vec3 t = f * f * (3.0 - 2.0 * f); + return 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float min_dist = 3.0; + for (float x = -1.0; x <= 1.0; x++) { + for (float y = -1.0; y <= 1.0; y++) { + for (float z = -1.0; z <= 1.0; z++) { + vec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z); + float dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z); + min_dist = min(min_dist, dist); + } + } + } + return min_dist; +} +const float p_o349717_curve_0_x = 0.000000000; +const float p_o349717_curve_0_y = 0.000000000; +const float p_o349717_curve_0_ls = 0.000000000; +const float p_o349717_curve_0_rs = -0.029626113; +const float p_o349717_curve_1_x = 1.000000000; +const float p_o349717_curve_1_y = 1.000000000; +const float p_o349717_curve_1_ls = 0.000000000; +const float p_o349717_curve_1_rs = -0.000000000; +float o349717_curve_curve_fct(float x) { +if (x <= p_o349717_curve_1_x) { +float dx = x - p_o349717_curve_0_x; +float d = p_o349717_curve_1_x - p_o349717_curve_0_x; +float t = dx/d; +float omt = (1.0 - t); +float omt2 = omt * omt; +float omt3 = omt2 * omt; +float t2 = t * t; +float t3 = t2 * t; +d /= 3.0; +float y1 = p_o349717_curve_0_y; +float yac = p_o349717_curve_0_y + d*p_o349717_curve_0_rs; +float ybc = p_o349717_curve_1_y - d*p_o349717_curve_1_ls; +float y2 = p_o349717_curve_1_y; +return y1*omt3 + yac*omt2*t*3.0 + ybc*omt*t2*3.0 + y2*t3; +} +} +const float p_o298492_default_in1 = 0.000000000; +const float p_o298492_default_in2 = 1.460000000; +const float p_o398828_default_in1 = 0.000000000; +const float p_o398828_default_in2 = 0.000000000; +const float p_o260446_default_in1 = 0.000000000; +const float p_o260446_default_in2 = 1.350000000; +const float p_o253351_default_in1 = 0.000000000; +const float p_o253351_default_in2 = 0.000000000; +const float p_o321142_default_in1 = 0.000000000; +const float p_o321142_default_in2 = 1.500000000; +const float p_o277526_sides = 1.000000000; +const float p_o277526_radius = 1.000000000; +const float p_o277526_edge = 0.760000000; +const float p_o135529_default_in1 = 0.000000000; +const float p_o60565_default_in1 = 0.000000000; +const float p_o60565_default_in2 = 0.160000000; +const float p_o86476_default_in1 = 0.000000000; +const float p_o86476_default_in2 = 0.360000000; +const float p_o9697_sides = 2.000000000; +const float p_o9697_radius = 1.010000000; +const float p_o9697_edge = 2.700000000; +const float p_o535536_default_in1 = 0.000000000; +const int seed_o530985 = -46342; +const float p_o530985_scale_x = 4.000000000; +const float p_o530985_scale_y = 4.000000000; +const float p_o530985_scale_z = 4.000000000; +const float p_o530985_iterations = 8.000000000; +const float p_o530985_persistence = 0.500000000; +float o530985_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o574483_Distort = 0.280000000; +const int seed_o15805 = -41176; +const float p_o15805_scale_x = 8.000000000; +const float p_o15805_scale_y = 8.000000000; +const float p_o15805_scale_z = 8.000000000; +const float p_o15805_iterations = 8.000000000; +const float p_o15805_persistence = 0.500000000; +float o15805_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o395471_color = 1.000000000; + +void fragment() { +float o277526_0_1_f = shape_circle((UV), p_o277526_sides, p_o277526_radius*1.0, p_o277526_edge*1.0); +float o321142_0_clamp_false = pow(o277526_0_1_f,p_o321142_default_in2); +float o321142_0_clamp_true = clamp(o321142_0_clamp_false, 0.0, 1.0); +float o321142_0_2_f = o321142_0_clamp_false; +float o535536_0_clamp_false = p_o535536_default_in1+(elapsed_time*0.1); +float o535536_0_clamp_true = clamp(o535536_0_clamp_false, 0.0, 1.0); +float o535536_0_2_f = o535536_0_clamp_false; +vec3 o530985_0_1_tex3d = vec3(o530985_fbm((vec4((UV), o535536_0_2_f, 0.0)).xyz, vec3(p_o530985_scale_x, p_o530985_scale_y, p_o530985_scale_z), int(p_o530985_iterations), p_o530985_persistence, float(seed_o530985))); +vec3 o535539_0_1_rgb = o530985_0_1_tex3d; +float o9697_0_1_f = shape_circle((UV), p_o9697_sides, p_o9697_radius*1.0, p_o9697_edge*(dot(o535539_0_1_rgb, vec3(1.0))/3.0)); +float o86476_0_clamp_false = pow(o9697_0_1_f,p_o86476_default_in2); +float o86476_0_clamp_true = clamp(o86476_0_clamp_false, 0.0, 1.0); +float o86476_0_2_f = o86476_0_clamp_false; +float o60565_0_clamp_false = o86476_0_2_f*p_o60565_default_in2; +float o60565_0_clamp_true = clamp(o60565_0_clamp_false, 0.0, 1.0); +float o60565_0_2_f = o60565_0_clamp_false; +float o135529_0_clamp_false = o60565_0_2_f+(elapsed_time*0.1); +float o135529_0_clamp_true = clamp(o135529_0_clamp_false, 0.0, 1.0); +float o135529_0_2_f = o135529_0_clamp_false; +float o620684_0_1_f = (elapsed_time); +vec4 o614555_0_1_rgba = vec4(0.0, o620684_0_1_f, 0.0, 1.0); +vec3 o584725_0_1_tex3d = ((o614555_0_1_rgba).rgb); +vec3 o15805_0_1_tex3d = vec3(o15805_fbm((vec4((vec4((UV), o135529_0_2_f, 0.0)).xyz+(o584725_0_1_tex3d*p_o574483_Distort*0.5-0.5), 0.0)).xyz, vec3(p_o15805_scale_x, p_o15805_scale_y, p_o15805_scale_z), int(p_o15805_iterations), p_o15805_persistence, float(seed_o15805))); +vec3 o574483_0_1_tex3d = o15805_0_1_tex3d; +vec3 o39870_0_1_rgb = o574483_0_1_tex3d; +float o253351_0_clamp_false = o321142_0_2_f*(dot(o39870_0_1_rgb, vec3(1.0))/3.0); +float o253351_0_clamp_true = clamp(o253351_0_clamp_false, 0.0, 1.0); +float o253351_0_1_f = o253351_0_clamp_false; +float o260446_0_clamp_false = pow(o253351_0_1_f,p_o260446_default_in2); +float o260446_0_clamp_true = clamp(o260446_0_clamp_false, 0.0, 1.0); +float o260446_0_2_f = o260446_0_clamp_false; +float o395471_0_1_f = p_o395471_color; +float o398828_0_clamp_false = o260446_0_2_f*o395471_0_1_f; +float o398828_0_clamp_true = clamp(o398828_0_clamp_false, 0.0, 1.0); +float o398828_0_1_f = o398828_0_clamp_false; +float o298492_0_clamp_false = o398828_0_1_f*p_o298492_default_in2; +float o298492_0_clamp_true = clamp(o298492_0_clamp_false, 0.0, 1.0); +float o298492_0_2_f = o298492_0_clamp_true; +float o349717_0_1_f = o349717_curve_curve_fct(o298492_0_2_f); +ALBEDO = color.rgb; +ALPHA = vec3(o349717_0_1_f).r * color.a * density; +}" + +[sub_resource type="ShaderMaterial" id=4] +shader = SubResource( 3 ) +shader_param/density = 0.379 +shader_param/speed = 1.0 +shader_param/offset = 0.0 +shader_param/color = Color( 1, 1, 1, 1 ) + +[sub_resource type="QuadMesh" id=5] +material = SubResource( 4 ) +size = Vector2( 16, 16 ) + +[sub_resource type="Shader" id=6] +code = "shader_type spatial; +varying float elapsed_time; +uniform float density = 1.0; +uniform float speed = 1.0; +uniform float offset = 0.0; +uniform vec4 color : hint_color = vec4(1,1,1,1); + +void vertex() { + elapsed_time = TIME * speed + offset; +} + +//--- + +float rand(vec2 x) { + return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); +} + +vec2 rand2(vec2 x) { + return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); +} + +vec3 rand3(vec2 x) { + return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398)), + dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); +} + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); + vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +float shape_circle(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float distance = length(uv); + return clamp((1.0-distance/size)/edge, 0.0, 1.0); +} + +float shape_polygon(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y)+3.14159265359; + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(angle/slice-0.5+2.0*step(mod(angle, slice), 0.5*slice))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_curved_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_rays(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = 0.5*max(edge, 1.0e-8)*size; + float slice = 6.28318530718/sides; + float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; + return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); +} + +float rand31(vec3 p) { + return fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123); +} +vec3 rand33(vec3 p){ + p = vec3( dot(p,vec3(127.1,311.7, 74.7)), + dot(p,vec3(269.5,183.3,246.1)), + dot(p,vec3(113.5,271.9,124.6))); + + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float tex3d_fbm_value(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float p000 = rand31(mod(o, size)); + float p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size)); + float p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size)); + float p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size)); + float p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size)); + float p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size)); + float p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size)); + float p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size)); + vec3 t = f * f * (3.0 - 2.0 * f); + return mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + vec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5)); + vec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5)); + vec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5)); + vec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5)); + float p000 = dot(v000, f); + float p001 = dot(v001, f - vec3(0.0, 0.0, 1.0)); + float p010 = dot(v010, f - vec3(0.0, 1.0, 0.0)); + float p011 = dot(v011, f - vec3(0.0, 1.0, 1.0)); + float p100 = dot(v100, f - vec3(1.0, 0.0, 0.0)); + float p101 = dot(v101, f - vec3(1.0, 0.0, 1.0)); + float p110 = dot(v110, f - vec3(1.0, 1.0, 0.0)); + float p111 = dot(v111, f - vec3(1.0, 1.0, 1.0)); + vec3 t = f * f * (3.0 - 2.0 * f); + return 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float min_dist = 3.0; + for (float x = -1.0; x <= 1.0; x++) { + for (float y = -1.0; y <= 1.0; y++) { + for (float z = -1.0; z <= 1.0; z++) { + vec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z); + float dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z); + min_dist = min(min_dist, dist); + } + } + } + return min_dist; +} +const float p_o349717_curve_0_x = 0.000000000; +const float p_o349717_curve_0_y = 0.000000000; +const float p_o349717_curve_0_ls = 0.000000000; +const float p_o349717_curve_0_rs = -0.029626113; +const float p_o349717_curve_1_x = 1.000000000; +const float p_o349717_curve_1_y = 1.000000000; +const float p_o349717_curve_1_ls = 0.000000000; +const float p_o349717_curve_1_rs = -0.000000000; +float o349717_curve_curve_fct(float x) { +if (x <= p_o349717_curve_1_x) { +float dx = x - p_o349717_curve_0_x; +float d = p_o349717_curve_1_x - p_o349717_curve_0_x; +float t = dx/d; +float omt = (1.0 - t); +float omt2 = omt * omt; +float omt3 = omt2 * omt; +float t2 = t * t; +float t3 = t2 * t; +d /= 3.0; +float y1 = p_o349717_curve_0_y; +float yac = p_o349717_curve_0_y + d*p_o349717_curve_0_rs; +float ybc = p_o349717_curve_1_y - d*p_o349717_curve_1_ls; +float y2 = p_o349717_curve_1_y; +return y1*omt3 + yac*omt2*t*3.0 + ybc*omt*t2*3.0 + y2*t3; +} +} +const float p_o298492_default_in1 = 0.000000000; +const float p_o298492_default_in2 = 1.460000000; +const float p_o398828_default_in1 = 0.000000000; +const float p_o398828_default_in2 = 0.000000000; +const float p_o260446_default_in1 = 0.000000000; +const float p_o260446_default_in2 = 1.350000000; +const float p_o253351_default_in1 = 0.000000000; +const float p_o253351_default_in2 = 0.000000000; +const float p_o321142_default_in1 = 0.000000000; +const float p_o321142_default_in2 = 1.500000000; +const float p_o277526_sides = 1.000000000; +const float p_o277526_radius = 1.000000000; +const float p_o277526_edge = 0.760000000; +const float p_o135529_default_in1 = 0.000000000; +const float p_o60565_default_in1 = 0.000000000; +const float p_o60565_default_in2 = 0.160000000; +const float p_o86476_default_in1 = 0.000000000; +const float p_o86476_default_in2 = 0.360000000; +const float p_o9697_sides = 2.000000000; +const float p_o9697_radius = 1.010000000; +const float p_o9697_edge = 2.700000000; +const float p_o535536_default_in1 = 0.000000000; +const int seed_o530985 = -46342; +const float p_o530985_scale_x = 4.000000000; +const float p_o530985_scale_y = 4.000000000; +const float p_o530985_scale_z = 4.000000000; +const float p_o530985_iterations = 8.000000000; +const float p_o530985_persistence = 0.500000000; +float o530985_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o574483_Distort = 0.280000000; +const int seed_o15805 = -41176; +const float p_o15805_scale_x = 8.000000000; +const float p_o15805_scale_y = 8.000000000; +const float p_o15805_scale_z = 8.000000000; +const float p_o15805_iterations = 8.000000000; +const float p_o15805_persistence = 0.500000000; +float o15805_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o395471_color = 1.000000000; + +void fragment() { +float o277526_0_1_f = shape_circle((UV), p_o277526_sides, p_o277526_radius*1.0, p_o277526_edge*1.0); +float o321142_0_clamp_false = pow(o277526_0_1_f,p_o321142_default_in2); +float o321142_0_clamp_true = clamp(o321142_0_clamp_false, 0.0, 1.0); +float o321142_0_2_f = o321142_0_clamp_false; +float o535536_0_clamp_false = p_o535536_default_in1+(elapsed_time*0.1); +float o535536_0_clamp_true = clamp(o535536_0_clamp_false, 0.0, 1.0); +float o535536_0_2_f = o535536_0_clamp_false; +vec3 o530985_0_1_tex3d = vec3(o530985_fbm((vec4((UV), o535536_0_2_f, 0.0)).xyz, vec3(p_o530985_scale_x, p_o530985_scale_y, p_o530985_scale_z), int(p_o530985_iterations), p_o530985_persistence, float(seed_o530985))); +vec3 o535539_0_1_rgb = o530985_0_1_tex3d; +float o9697_0_1_f = shape_circle((UV), p_o9697_sides, p_o9697_radius*1.0, p_o9697_edge*(dot(o535539_0_1_rgb, vec3(1.0))/3.0)); +float o86476_0_clamp_false = pow(o9697_0_1_f,p_o86476_default_in2); +float o86476_0_clamp_true = clamp(o86476_0_clamp_false, 0.0, 1.0); +float o86476_0_2_f = o86476_0_clamp_false; +float o60565_0_clamp_false = o86476_0_2_f*p_o60565_default_in2; +float o60565_0_clamp_true = clamp(o60565_0_clamp_false, 0.0, 1.0); +float o60565_0_2_f = o60565_0_clamp_false; +float o135529_0_clamp_false = o60565_0_2_f+(elapsed_time*0.1); +float o135529_0_clamp_true = clamp(o135529_0_clamp_false, 0.0, 1.0); +float o135529_0_2_f = o135529_0_clamp_false; +float o620684_0_1_f = (elapsed_time); +vec4 o614555_0_1_rgba = vec4(0.0, o620684_0_1_f, 0.0, 1.0); +vec3 o584725_0_1_tex3d = ((o614555_0_1_rgba).rgb); +vec3 o15805_0_1_tex3d = vec3(o15805_fbm((vec4((vec4((UV), o135529_0_2_f, 0.0)).xyz+(o584725_0_1_tex3d*p_o574483_Distort*0.5-0.5), 0.0)).xyz, vec3(p_o15805_scale_x, p_o15805_scale_y, p_o15805_scale_z), int(p_o15805_iterations), p_o15805_persistence, float(seed_o15805))); +vec3 o574483_0_1_tex3d = o15805_0_1_tex3d; +vec3 o39870_0_1_rgb = o574483_0_1_tex3d; +float o253351_0_clamp_false = o321142_0_2_f*(dot(o39870_0_1_rgb, vec3(1.0))/3.0); +float o253351_0_clamp_true = clamp(o253351_0_clamp_false, 0.0, 1.0); +float o253351_0_1_f = o253351_0_clamp_false; +float o260446_0_clamp_false = pow(o253351_0_1_f,p_o260446_default_in2); +float o260446_0_clamp_true = clamp(o260446_0_clamp_false, 0.0, 1.0); +float o260446_0_2_f = o260446_0_clamp_false; +float o395471_0_1_f = p_o395471_color; +float o398828_0_clamp_false = o260446_0_2_f*o395471_0_1_f; +float o398828_0_clamp_true = clamp(o398828_0_clamp_false, 0.0, 1.0); +float o398828_0_1_f = o398828_0_clamp_false; +float o298492_0_clamp_false = o398828_0_1_f*p_o298492_default_in2; +float o298492_0_clamp_true = clamp(o298492_0_clamp_false, 0.0, 1.0); +float o298492_0_2_f = o298492_0_clamp_true; +float o349717_0_1_f = o349717_curve_curve_fct(o298492_0_2_f); +ALBEDO = color.rgb; +ALPHA = vec3(o349717_0_1_f).r * color.a * density; +}" + +[sub_resource type="ShaderMaterial" id=7] +render_priority = -1 +shader = SubResource( 6 ) +shader_param/density = 1.0 +shader_param/speed = 0.5 +shader_param/offset = 0.0 +shader_param/color = Color( 16.19, 8.72, 4, 0.08 ) + +[sub_resource type="QuadMesh" id=8] +material = SubResource( 7 ) +size = Vector2( 16, 16 ) + +[sub_resource type="Shader" id=9] +code = "shader_type spatial; +varying float elapsed_time; +uniform float density = 1.0; +uniform float speed = 1.0; +uniform float offset = 0.0; +uniform vec4 color : hint_color = vec4(1,1,1,1); + +void vertex() { + elapsed_time = TIME * speed + offset; +} + +//--- + +float rand(vec2 x) { + return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); +} + +vec2 rand2(vec2 x) { + return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); +} + +vec3 rand3(vec2 x) { + return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398)), + dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); +} + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); + vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +float shape_circle(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float distance = length(uv); + return clamp((1.0-distance/size)/edge, 0.0, 1.0); +} + +float shape_polygon(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y)+3.14159265359; + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(angle/slice-0.5+2.0*step(mod(angle, slice), 0.5*slice))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_curved_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_rays(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = 0.5*max(edge, 1.0e-8)*size; + float slice = 6.28318530718/sides; + float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; + return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); +} + +float rand31(vec3 p) { + return fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123); +} +vec3 rand33(vec3 p){ + p = vec3( dot(p,vec3(127.1,311.7, 74.7)), + dot(p,vec3(269.5,183.3,246.1)), + dot(p,vec3(113.5,271.9,124.6))); + + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float tex3d_fbm_value(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float p000 = rand31(mod(o, size)); + float p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size)); + float p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size)); + float p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size)); + float p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size)); + float p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size)); + float p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size)); + float p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size)); + vec3 t = f * f * (3.0 - 2.0 * f); + return mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + vec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5)); + vec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5)); + vec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5)); + vec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5)); + float p000 = dot(v000, f); + float p001 = dot(v001, f - vec3(0.0, 0.0, 1.0)); + float p010 = dot(v010, f - vec3(0.0, 1.0, 0.0)); + float p011 = dot(v011, f - vec3(0.0, 1.0, 1.0)); + float p100 = dot(v100, f - vec3(1.0, 0.0, 0.0)); + float p101 = dot(v101, f - vec3(1.0, 0.0, 1.0)); + float p110 = dot(v110, f - vec3(1.0, 1.0, 0.0)); + float p111 = dot(v111, f - vec3(1.0, 1.0, 1.0)); + vec3 t = f * f * (3.0 - 2.0 * f); + return 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float min_dist = 3.0; + for (float x = -1.0; x <= 1.0; x++) { + for (float y = -1.0; y <= 1.0; y++) { + for (float z = -1.0; z <= 1.0; z++) { + vec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z); + float dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z); + min_dist = min(min_dist, dist); + } + } + } + return min_dist; +} +const float p_o349717_curve_0_x = 0.000000000; +const float p_o349717_curve_0_y = 0.000000000; +const float p_o349717_curve_0_ls = 0.000000000; +const float p_o349717_curve_0_rs = -0.029626113; +const float p_o349717_curve_1_x = 1.000000000; +const float p_o349717_curve_1_y = 1.000000000; +const float p_o349717_curve_1_ls = 0.000000000; +const float p_o349717_curve_1_rs = -0.000000000; +float o349717_curve_curve_fct(float x) { +if (x <= p_o349717_curve_1_x) { +float dx = x - p_o349717_curve_0_x; +float d = p_o349717_curve_1_x - p_o349717_curve_0_x; +float t = dx/d; +float omt = (1.0 - t); +float omt2 = omt * omt; +float omt3 = omt2 * omt; +float t2 = t * t; +float t3 = t2 * t; +d /= 3.0; +float y1 = p_o349717_curve_0_y; +float yac = p_o349717_curve_0_y + d*p_o349717_curve_0_rs; +float ybc = p_o349717_curve_1_y - d*p_o349717_curve_1_ls; +float y2 = p_o349717_curve_1_y; +return y1*omt3 + yac*omt2*t*3.0 + ybc*omt*t2*3.0 + y2*t3; +} +} +const float p_o298492_default_in1 = 0.000000000; +const float p_o298492_default_in2 = 1.460000000; +const float p_o398828_default_in1 = 0.000000000; +const float p_o398828_default_in2 = 0.000000000; +const float p_o260446_default_in1 = 0.000000000; +const float p_o260446_default_in2 = 1.350000000; +const float p_o253351_default_in1 = 0.000000000; +const float p_o253351_default_in2 = 0.000000000; +const float p_o321142_default_in1 = 0.000000000; +const float p_o321142_default_in2 = 1.500000000; +const float p_o277526_sides = 1.000000000; +const float p_o277526_radius = 1.000000000; +const float p_o277526_edge = 0.760000000; +const float p_o135529_default_in1 = 0.000000000; +const float p_o60565_default_in1 = 0.000000000; +const float p_o60565_default_in2 = 0.160000000; +const float p_o86476_default_in1 = 0.000000000; +const float p_o86476_default_in2 = 0.360000000; +const float p_o9697_sides = 2.000000000; +const float p_o9697_radius = 1.010000000; +const float p_o9697_edge = 2.700000000; +const float p_o535536_default_in1 = 0.000000000; +const int seed_o530985 = -46342; +const float p_o530985_scale_x = 4.000000000; +const float p_o530985_scale_y = 4.000000000; +const float p_o530985_scale_z = 4.000000000; +const float p_o530985_iterations = 8.000000000; +const float p_o530985_persistence = 0.500000000; +float o530985_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o574483_Distort = 0.280000000; +const int seed_o15805 = -41176; +const float p_o15805_scale_x = 8.000000000; +const float p_o15805_scale_y = 8.000000000; +const float p_o15805_scale_z = 8.000000000; +const float p_o15805_iterations = 8.000000000; +const float p_o15805_persistence = 0.500000000; +float o15805_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o395471_color = 1.000000000; + +void fragment() { +float o277526_0_1_f = shape_circle((UV), p_o277526_sides, p_o277526_radius*1.0, p_o277526_edge*1.0); +float o321142_0_clamp_false = pow(o277526_0_1_f,p_o321142_default_in2); +float o321142_0_clamp_true = clamp(o321142_0_clamp_false, 0.0, 1.0); +float o321142_0_2_f = o321142_0_clamp_false; +float o535536_0_clamp_false = p_o535536_default_in1+(elapsed_time*0.1); +float o535536_0_clamp_true = clamp(o535536_0_clamp_false, 0.0, 1.0); +float o535536_0_2_f = o535536_0_clamp_false; +vec3 o530985_0_1_tex3d = vec3(o530985_fbm((vec4((UV), o535536_0_2_f, 0.0)).xyz, vec3(p_o530985_scale_x, p_o530985_scale_y, p_o530985_scale_z), int(p_o530985_iterations), p_o530985_persistence, float(seed_o530985))); +vec3 o535539_0_1_rgb = o530985_0_1_tex3d; +float o9697_0_1_f = shape_circle((UV), p_o9697_sides, p_o9697_radius*1.0, p_o9697_edge*(dot(o535539_0_1_rgb, vec3(1.0))/3.0)); +float o86476_0_clamp_false = pow(o9697_0_1_f,p_o86476_default_in2); +float o86476_0_clamp_true = clamp(o86476_0_clamp_false, 0.0, 1.0); +float o86476_0_2_f = o86476_0_clamp_false; +float o60565_0_clamp_false = o86476_0_2_f*p_o60565_default_in2; +float o60565_0_clamp_true = clamp(o60565_0_clamp_false, 0.0, 1.0); +float o60565_0_2_f = o60565_0_clamp_false; +float o135529_0_clamp_false = o60565_0_2_f+(elapsed_time*0.1); +float o135529_0_clamp_true = clamp(o135529_0_clamp_false, 0.0, 1.0); +float o135529_0_2_f = o135529_0_clamp_false; +float o620684_0_1_f = (elapsed_time); +vec4 o614555_0_1_rgba = vec4(0.0, o620684_0_1_f, 0.0, 1.0); +vec3 o584725_0_1_tex3d = ((o614555_0_1_rgba).rgb); +vec3 o15805_0_1_tex3d = vec3(o15805_fbm((vec4((vec4((UV), o135529_0_2_f, 0.0)).xyz+(o584725_0_1_tex3d*p_o574483_Distort*0.5-0.5), 0.0)).xyz, vec3(p_o15805_scale_x, p_o15805_scale_y, p_o15805_scale_z), int(p_o15805_iterations), p_o15805_persistence, float(seed_o15805))); +vec3 o574483_0_1_tex3d = o15805_0_1_tex3d; +vec3 o39870_0_1_rgb = o574483_0_1_tex3d; +float o253351_0_clamp_false = o321142_0_2_f*(dot(o39870_0_1_rgb, vec3(1.0))/3.0); +float o253351_0_clamp_true = clamp(o253351_0_clamp_false, 0.0, 1.0); +float o253351_0_1_f = o253351_0_clamp_false; +float o260446_0_clamp_false = pow(o253351_0_1_f,p_o260446_default_in2); +float o260446_0_clamp_true = clamp(o260446_0_clamp_false, 0.0, 1.0); +float o260446_0_2_f = o260446_0_clamp_false; +float o395471_0_1_f = p_o395471_color; +float o398828_0_clamp_false = o260446_0_2_f*o395471_0_1_f; +float o398828_0_clamp_true = clamp(o398828_0_clamp_false, 0.0, 1.0); +float o398828_0_1_f = o398828_0_clamp_false; +float o298492_0_clamp_false = o398828_0_1_f*p_o298492_default_in2; +float o298492_0_clamp_true = clamp(o298492_0_clamp_false, 0.0, 1.0); +float o298492_0_2_f = o298492_0_clamp_true; +float o349717_0_1_f = o349717_curve_curve_fct(o298492_0_2_f); +ALBEDO = color.rgb; +ALPHA = vec3(o349717_0_1_f).r * color.a * density; +}" + +[sub_resource type="ShaderMaterial" id=10] +render_priority = -2 +shader = SubResource( 9 ) +shader_param/density = 0.279 +shader_param/speed = 0.5 +shader_param/offset = 2.0 +shader_param/color = Color( 32.1216, 8.21569, 3.31765, 0.0156863 ) + +[sub_resource type="QuadMesh" id=11] +material = SubResource( 10 ) +size = Vector2( 16, 16 ) + +[sub_resource type="Shader" id=12] +code = "shader_type spatial; +varying float elapsed_time; +uniform float density = 1.0; +uniform float speed = 1.0; +uniform float offset = 0.0; +uniform vec4 color : hint_color = vec4(1,1,1,1); + +void vertex() { + elapsed_time = TIME * speed + offset; +} + +//--- + +float rand(vec2 x) { + return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); +} + +vec2 rand2(vec2 x) { + return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); +} + +vec3 rand3(vec2 x) { + return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398)), + dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); +} + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); + vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +float shape_circle(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float distance = length(uv); + return clamp((1.0-distance/size)/edge, 0.0, 1.0); +} + +float shape_polygon(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y)+3.14159265359; + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(angle/slice-0.5+2.0*step(mod(angle, slice), 0.5*slice))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_curved_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_rays(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = 0.5*max(edge, 1.0e-8)*size; + float slice = 6.28318530718/sides; + float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; + return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); +} + +float rand31(vec3 p) { + return fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123); +} +vec3 rand33(vec3 p){ + p = vec3( dot(p,vec3(127.1,311.7, 74.7)), + dot(p,vec3(269.5,183.3,246.1)), + dot(p,vec3(113.5,271.9,124.6))); + + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float tex3d_fbm_value(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float p000 = rand31(mod(o, size)); + float p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size)); + float p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size)); + float p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size)); + float p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size)); + float p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size)); + float p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size)); + float p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size)); + vec3 t = f * f * (3.0 - 2.0 * f); + return mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + vec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5)); + vec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5)); + vec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5)); + vec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5)); + float p000 = dot(v000, f); + float p001 = dot(v001, f - vec3(0.0, 0.0, 1.0)); + float p010 = dot(v010, f - vec3(0.0, 1.0, 0.0)); + float p011 = dot(v011, f - vec3(0.0, 1.0, 1.0)); + float p100 = dot(v100, f - vec3(1.0, 0.0, 0.0)); + float p101 = dot(v101, f - vec3(1.0, 0.0, 1.0)); + float p110 = dot(v110, f - vec3(1.0, 1.0, 0.0)); + float p111 = dot(v111, f - vec3(1.0, 1.0, 1.0)); + vec3 t = f * f * (3.0 - 2.0 * f); + return 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float min_dist = 3.0; + for (float x = -1.0; x <= 1.0; x++) { + for (float y = -1.0; y <= 1.0; y++) { + for (float z = -1.0; z <= 1.0; z++) { + vec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z); + float dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z); + min_dist = min(min_dist, dist); + } + } + } + return min_dist; +} +const float p_o349717_curve_0_x = 0.000000000; +const float p_o349717_curve_0_y = 0.000000000; +const float p_o349717_curve_0_ls = 0.000000000; +const float p_o349717_curve_0_rs = -0.029626113; +const float p_o349717_curve_1_x = 1.000000000; +const float p_o349717_curve_1_y = 1.000000000; +const float p_o349717_curve_1_ls = 0.000000000; +const float p_o349717_curve_1_rs = -0.000000000; +float o349717_curve_curve_fct(float x) { +if (x <= p_o349717_curve_1_x) { +float dx = x - p_o349717_curve_0_x; +float d = p_o349717_curve_1_x - p_o349717_curve_0_x; +float t = dx/d; +float omt = (1.0 - t); +float omt2 = omt * omt; +float omt3 = omt2 * omt; +float t2 = t * t; +float t3 = t2 * t; +d /= 3.0; +float y1 = p_o349717_curve_0_y; +float yac = p_o349717_curve_0_y + d*p_o349717_curve_0_rs; +float ybc = p_o349717_curve_1_y - d*p_o349717_curve_1_ls; +float y2 = p_o349717_curve_1_y; +return y1*omt3 + yac*omt2*t*3.0 + ybc*omt*t2*3.0 + y2*t3; +} +} +const float p_o298492_default_in1 = 0.000000000; +const float p_o298492_default_in2 = 1.460000000; +const float p_o398828_default_in1 = 0.000000000; +const float p_o398828_default_in2 = 0.000000000; +const float p_o260446_default_in1 = 0.000000000; +const float p_o260446_default_in2 = 1.350000000; +const float p_o253351_default_in1 = 0.000000000; +const float p_o253351_default_in2 = 0.000000000; +const float p_o321142_default_in1 = 0.000000000; +const float p_o321142_default_in2 = 1.500000000; +const float p_o277526_sides = 1.000000000; +const float p_o277526_radius = 1.000000000; +const float p_o277526_edge = 0.760000000; +const float p_o135529_default_in1 = 0.000000000; +const float p_o60565_default_in1 = 0.000000000; +const float p_o60565_default_in2 = 0.160000000; +const float p_o86476_default_in1 = 0.000000000; +const float p_o86476_default_in2 = 0.360000000; +const float p_o9697_sides = 2.000000000; +const float p_o9697_radius = 1.010000000; +const float p_o9697_edge = 2.700000000; +const float p_o535536_default_in1 = 0.000000000; +const int seed_o530985 = -46342; +const float p_o530985_scale_x = 4.000000000; +const float p_o530985_scale_y = 4.000000000; +const float p_o530985_scale_z = 4.000000000; +const float p_o530985_iterations = 8.000000000; +const float p_o530985_persistence = 0.500000000; +float o530985_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o574483_Distort = 0.280000000; +const int seed_o15805 = -41176; +const float p_o15805_scale_x = 8.000000000; +const float p_o15805_scale_y = 8.000000000; +const float p_o15805_scale_z = 8.000000000; +const float p_o15805_iterations = 8.000000000; +const float p_o15805_persistence = 0.500000000; +float o15805_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o395471_color = 1.000000000; + +void fragment() { +float o277526_0_1_f = shape_circle((UV), p_o277526_sides, p_o277526_radius*1.0, p_o277526_edge*1.0); +float o321142_0_clamp_false = pow(o277526_0_1_f,p_o321142_default_in2); +float o321142_0_clamp_true = clamp(o321142_0_clamp_false, 0.0, 1.0); +float o321142_0_2_f = o321142_0_clamp_false; +float o535536_0_clamp_false = p_o535536_default_in1+(elapsed_time*0.1); +float o535536_0_clamp_true = clamp(o535536_0_clamp_false, 0.0, 1.0); +float o535536_0_2_f = o535536_0_clamp_false; +vec3 o530985_0_1_tex3d = vec3(o530985_fbm((vec4((UV), o535536_0_2_f, 0.0)).xyz, vec3(p_o530985_scale_x, p_o530985_scale_y, p_o530985_scale_z), int(p_o530985_iterations), p_o530985_persistence, float(seed_o530985))); +vec3 o535539_0_1_rgb = o530985_0_1_tex3d; +float o9697_0_1_f = shape_circle((UV), p_o9697_sides, p_o9697_radius*1.0, p_o9697_edge*(dot(o535539_0_1_rgb, vec3(1.0))/3.0)); +float o86476_0_clamp_false = pow(o9697_0_1_f,p_o86476_default_in2); +float o86476_0_clamp_true = clamp(o86476_0_clamp_false, 0.0, 1.0); +float o86476_0_2_f = o86476_0_clamp_false; +float o60565_0_clamp_false = o86476_0_2_f*p_o60565_default_in2; +float o60565_0_clamp_true = clamp(o60565_0_clamp_false, 0.0, 1.0); +float o60565_0_2_f = o60565_0_clamp_false; +float o135529_0_clamp_false = o60565_0_2_f+(elapsed_time*0.1); +float o135529_0_clamp_true = clamp(o135529_0_clamp_false, 0.0, 1.0); +float o135529_0_2_f = o135529_0_clamp_false; +float o620684_0_1_f = (elapsed_time); +vec4 o614555_0_1_rgba = vec4(0.0, o620684_0_1_f, 0.0, 1.0); +vec3 o584725_0_1_tex3d = ((o614555_0_1_rgba).rgb); +vec3 o15805_0_1_tex3d = vec3(o15805_fbm((vec4((vec4((UV), o135529_0_2_f, 0.0)).xyz+(o584725_0_1_tex3d*p_o574483_Distort*0.5-0.5), 0.0)).xyz, vec3(p_o15805_scale_x, p_o15805_scale_y, p_o15805_scale_z), int(p_o15805_iterations), p_o15805_persistence, float(seed_o15805))); +vec3 o574483_0_1_tex3d = o15805_0_1_tex3d; +vec3 o39870_0_1_rgb = o574483_0_1_tex3d; +float o253351_0_clamp_false = o321142_0_2_f*(dot(o39870_0_1_rgb, vec3(1.0))/3.0); +float o253351_0_clamp_true = clamp(o253351_0_clamp_false, 0.0, 1.0); +float o253351_0_1_f = o253351_0_clamp_false; +float o260446_0_clamp_false = pow(o253351_0_1_f,p_o260446_default_in2); +float o260446_0_clamp_true = clamp(o260446_0_clamp_false, 0.0, 1.0); +float o260446_0_2_f = o260446_0_clamp_false; +float o395471_0_1_f = p_o395471_color; +float o398828_0_clamp_false = o260446_0_2_f*o395471_0_1_f; +float o398828_0_clamp_true = clamp(o398828_0_clamp_false, 0.0, 1.0); +float o398828_0_1_f = o398828_0_clamp_false; +float o298492_0_clamp_false = o398828_0_1_f*p_o298492_default_in2; +float o298492_0_clamp_true = clamp(o298492_0_clamp_false, 0.0, 1.0); +float o298492_0_2_f = o298492_0_clamp_true; +float o349717_0_1_f = o349717_curve_curve_fct(o298492_0_2_f); +ALBEDO = color.rgb; +ALPHA = vec3(o349717_0_1_f).r * color.a * density; +}" + +[sub_resource type="ShaderMaterial" id=13] +render_priority = -1 +shader = SubResource( 12 ) +shader_param/density = 0.9 +shader_param/speed = 0.025 +shader_param/offset = 0.0 +shader_param/color = Color( 1, 1, 1, 1 ) + +[sub_resource type="QuadMesh" id=14] +material = SubResource( 13 ) +size = Vector2( 16, 16 ) + +[sub_resource type="Shader" id=15] +code = "shader_type spatial; +varying float elapsed_time; +uniform float density = 1.0; +uniform float speed = 1.0; +uniform float offset = 0.0; +uniform vec4 color : hint_color = vec4(1,1,1,1); + +void vertex() { + elapsed_time = TIME * speed + offset; +} + +//--- + +float rand(vec2 x) { + return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); +} + +vec2 rand2(vec2 x) { + return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); +} + +vec3 rand3(vec2 x) { + return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), + dot(x, vec2(3.4562, 17.398)), + dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); +} + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); + vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +float shape_circle(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float distance = length(uv); + return clamp((1.0-distance/size)/edge, 0.0, 1.0); +} + +float shape_polygon(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y)+3.14159265359; + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = atan(uv.x, uv.y); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(angle/slice-0.5+2.0*step(mod(angle, slice), 0.5*slice))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_curved_star(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = max(edge, 1.0e-8); + float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); + float slice = 6.28318530718/sides; + return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0); +} + +float shape_rays(vec2 uv, float sides, float size, float edge) { + uv = 2.0*uv-1.0; + edge = 0.5*max(edge, 1.0e-8)*size; + float slice = 6.28318530718/sides; + float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; + return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); +} + +float rand31(vec3 p) { + return fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123); +} +vec3 rand33(vec3 p){ + p = vec3( dot(p,vec3(127.1,311.7, 74.7)), + dot(p,vec3(269.5,183.3,246.1)), + dot(p,vec3(113.5,271.9,124.6))); + + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float tex3d_fbm_value(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float p000 = rand31(mod(o, size)); + float p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size)); + float p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size)); + float p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size)); + float p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size)); + float p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size)); + float p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size)); + float p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size)); + vec3 t = f * f * (3.0 - 2.0 * f); + return mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + vec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5)); + vec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5)); + vec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5)); + vec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5)); + vec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5)); + vec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5)); + float p000 = dot(v000, f); + float p001 = dot(v001, f - vec3(0.0, 0.0, 1.0)); + float p010 = dot(v010, f - vec3(0.0, 1.0, 0.0)); + float p011 = dot(v011, f - vec3(0.0, 1.0, 1.0)); + float p100 = dot(v100, f - vec3(1.0, 0.0, 0.0)); + float p101 = dot(v101, f - vec3(1.0, 0.0, 1.0)); + float p110 = dot(v110, f - vec3(1.0, 1.0, 0.0)); + float p111 = dot(v111, f - vec3(1.0, 1.0, 1.0)); + vec3 t = f * f * (3.0 - 2.0 * f); + return 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z); +} + +float tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) { + vec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size; + vec3 f = fract(coord); + float min_dist = 3.0; + for (float x = -1.0; x <= 1.0; x++) { + for (float y = -1.0; y <= 1.0; y++) { + for (float z = -1.0; z <= 1.0; z++) { + vec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z); + float dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z); + min_dist = min(min_dist, dist); + } + } + } + return min_dist; +} +const float p_o349717_curve_0_x = 0.000000000; +const float p_o349717_curve_0_y = 0.000000000; +const float p_o349717_curve_0_ls = 0.000000000; +const float p_o349717_curve_0_rs = -0.029626113; +const float p_o349717_curve_1_x = 1.000000000; +const float p_o349717_curve_1_y = 1.000000000; +const float p_o349717_curve_1_ls = 0.000000000; +const float p_o349717_curve_1_rs = -0.000000000; +float o349717_curve_curve_fct(float x) { +if (x <= p_o349717_curve_1_x) { +float dx = x - p_o349717_curve_0_x; +float d = p_o349717_curve_1_x - p_o349717_curve_0_x; +float t = dx/d; +float omt = (1.0 - t); +float omt2 = omt * omt; +float omt3 = omt2 * omt; +float t2 = t * t; +float t3 = t2 * t; +d /= 3.0; +float y1 = p_o349717_curve_0_y; +float yac = p_o349717_curve_0_y + d*p_o349717_curve_0_rs; +float ybc = p_o349717_curve_1_y - d*p_o349717_curve_1_ls; +float y2 = p_o349717_curve_1_y; +return y1*omt3 + yac*omt2*t*3.0 + ybc*omt*t2*3.0 + y2*t3; +} +} +const float p_o298492_default_in1 = 0.000000000; +const float p_o298492_default_in2 = 1.460000000; +const float p_o398828_default_in1 = 0.000000000; +const float p_o398828_default_in2 = 0.000000000; +const float p_o260446_default_in1 = 0.000000000; +const float p_o260446_default_in2 = 1.350000000; +const float p_o253351_default_in1 = 0.000000000; +const float p_o253351_default_in2 = 0.000000000; +const float p_o321142_default_in1 = 0.000000000; +const float p_o321142_default_in2 = 1.500000000; +const float p_o277526_sides = 1.000000000; +const float p_o277526_radius = 1.000000000; +const float p_o277526_edge = 0.760000000; +const float p_o135529_default_in1 = 0.000000000; +const float p_o60565_default_in1 = 0.000000000; +const float p_o60565_default_in2 = 0.160000000; +const float p_o86476_default_in1 = 0.000000000; +const float p_o86476_default_in2 = 0.360000000; +const float p_o9697_sides = 2.000000000; +const float p_o9697_radius = 1.010000000; +const float p_o9697_edge = 2.700000000; +const float p_o535536_default_in1 = 0.000000000; +const int seed_o530985 = -46342; +const float p_o530985_scale_x = 4.000000000; +const float p_o530985_scale_y = 4.000000000; +const float p_o530985_scale_z = 4.000000000; +const float p_o530985_iterations = 8.000000000; +const float p_o530985_persistence = 0.500000000; +float o530985_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o574483_Distort = 0.280000000; +const int seed_o15805 = -41176; +const float p_o15805_scale_x = 8.000000000; +const float p_o15805_scale_y = 8.000000000; +const float p_o15805_scale_z = 8.000000000; +const float p_o15805_iterations = 8.000000000; +const float p_o15805_persistence = 0.500000000; +float o15805_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) { + float normalize_factor = 0.0; + float value = 0.0; + float scale = 1.0; + for (int i = 0; i < octaves; i++) { + value += tex3d_fbm_value(coord*size, size, seed) * scale; + normalize_factor += scale; + size *= 2.0; + scale *= persistence; + } + return value / normalize_factor; +} +const float p_o395471_color = 1.000000000; + +void fragment() { +float o277526_0_1_f = shape_circle((UV), p_o277526_sides, p_o277526_radius*1.0, p_o277526_edge*1.0); +float o321142_0_clamp_false = pow(o277526_0_1_f,p_o321142_default_in2); +float o321142_0_clamp_true = clamp(o321142_0_clamp_false, 0.0, 1.0); +float o321142_0_2_f = o321142_0_clamp_false; +float o535536_0_clamp_false = p_o535536_default_in1+(elapsed_time*0.1); +float o535536_0_clamp_true = clamp(o535536_0_clamp_false, 0.0, 1.0); +float o535536_0_2_f = o535536_0_clamp_false; +vec3 o530985_0_1_tex3d = vec3(o530985_fbm((vec4((UV), o535536_0_2_f, 0.0)).xyz, vec3(p_o530985_scale_x, p_o530985_scale_y, p_o530985_scale_z), int(p_o530985_iterations), p_o530985_persistence, float(seed_o530985))); +vec3 o535539_0_1_rgb = o530985_0_1_tex3d; +float o9697_0_1_f = shape_circle((UV), p_o9697_sides, p_o9697_radius*1.0, p_o9697_edge*(dot(o535539_0_1_rgb, vec3(1.0))/3.0)); +float o86476_0_clamp_false = pow(o9697_0_1_f,p_o86476_default_in2); +float o86476_0_clamp_true = clamp(o86476_0_clamp_false, 0.0, 1.0); +float o86476_0_2_f = o86476_0_clamp_false; +float o60565_0_clamp_false = o86476_0_2_f*p_o60565_default_in2; +float o60565_0_clamp_true = clamp(o60565_0_clamp_false, 0.0, 1.0); +float o60565_0_2_f = o60565_0_clamp_false; +float o135529_0_clamp_false = o60565_0_2_f+(elapsed_time*0.1); +float o135529_0_clamp_true = clamp(o135529_0_clamp_false, 0.0, 1.0); +float o135529_0_2_f = o135529_0_clamp_false; +float o620684_0_1_f = (elapsed_time); +vec4 o614555_0_1_rgba = vec4(0.0, o620684_0_1_f, 0.0, 1.0); +vec3 o584725_0_1_tex3d = ((o614555_0_1_rgba).rgb); +vec3 o15805_0_1_tex3d = vec3(o15805_fbm((vec4((vec4((UV), o135529_0_2_f, 0.0)).xyz+(o584725_0_1_tex3d*p_o574483_Distort*0.5-0.5), 0.0)).xyz, vec3(p_o15805_scale_x, p_o15805_scale_y, p_o15805_scale_z), int(p_o15805_iterations), p_o15805_persistence, float(seed_o15805))); +vec3 o574483_0_1_tex3d = o15805_0_1_tex3d; +vec3 o39870_0_1_rgb = o574483_0_1_tex3d; +float o253351_0_clamp_false = o321142_0_2_f*(dot(o39870_0_1_rgb, vec3(1.0))/3.0); +float o253351_0_clamp_true = clamp(o253351_0_clamp_false, 0.0, 1.0); +float o253351_0_1_f = o253351_0_clamp_false; +float o260446_0_clamp_false = pow(o253351_0_1_f,p_o260446_default_in2); +float o260446_0_clamp_true = clamp(o260446_0_clamp_false, 0.0, 1.0); +float o260446_0_2_f = o260446_0_clamp_false; +float o395471_0_1_f = p_o395471_color; +float o398828_0_clamp_false = o260446_0_2_f*o395471_0_1_f; +float o398828_0_clamp_true = clamp(o398828_0_clamp_false, 0.0, 1.0); +float o398828_0_1_f = o398828_0_clamp_false; +float o298492_0_clamp_false = o398828_0_1_f*p_o298492_default_in2; +float o298492_0_clamp_true = clamp(o298492_0_clamp_false, 0.0, 1.0); +float o298492_0_2_f = o298492_0_clamp_true; +float o349717_0_1_f = o349717_curve_curve_fct(o298492_0_2_f); +ALBEDO = color.rgb; +ALPHA = vec3(o349717_0_1_f).r * color.a * density; +}" + +[sub_resource type="ShaderMaterial" id=16] +render_priority = -1 +shader = SubResource( 15 ) +shader_param/density = 1.0 +shader_param/speed = 0.04 +shader_param/offset = 4.0 +shader_param/color = Color( 1, 1, 1, 1 ) + +[sub_resource type="QuadMesh" id=17] +material = SubResource( 16 ) +size = Vector2( 16, 16 ) + +[sub_resource type="CylinderShape" id=18] +radius = 67.07 +height = 84.58 + +[node name="Level" type="Spatial"] + +[node name="WorldEnvironment" type="WorldEnvironment" parent="."] +environment = SubResource( 2 ) + +[node name="SpawnPoints" type="Spatial" parent="."] +visible = false +script = ExtResource( 13 ) +__meta__ = { +"_edit_lock_": true +} + +[node name="SpawnPoint" parent="SpawnPoints" instance=ExtResource( 9 )] +transform = Transform( 0.258819, 0, 0.965926, 0, 1, 0, -0.965926, 0, 0.258819, 2, 10, 18 ) + +[node name="SpawnPoint2" parent="SpawnPoints" instance=ExtResource( 9 )] +transform = Transform( 0.258819, 0, 0.965926, 0, 1, 0, -0.965926, 0, 0.258819, 3, 10, -18 ) + +[node name="SpawnPoint3" parent="SpawnPoints" instance=ExtResource( 9 )] +transform = Transform( 0.258819, 0, 0.965926, 0, 1, 0, -0.965926, 0, 0.258819, -17, 17, 0 ) + +[node name="SpawnPoint4" parent="SpawnPoints" instance=ExtResource( 9 )] +transform = Transform( -0.258819, 0, -0.965926, 0, 1, 0, 0.965926, 0, -0.258819, 31, 3, 0 ) + +[node name="Decoration" type="Spatial" parent="."] +visible = false + +[node name="Smoke" type="MeshInstance" parent="Decoration"] +transform = Transform( -1.87575, 0.369297, 0.103144, 0.211178, 2.04909, -0.815923, -0.144175, -1.37426, -2.42868, 20.5998, 16.4978, 11.2774 ) +mesh = SubResource( 5 ) +material/0 = null + +[node name="Fire1" type="MeshInstance" parent="Decoration"] +transform = Transform( -1.28173, 0, -1.12052e-07, 0, 1.28173, 0, 1.12052e-07, 0, -1.28173, 20.9064, 14.0944, 13.2243 ) +mesh = SubResource( 8 ) +material/0 = null + +[node name="Fire2" type="MeshInstance" parent="Decoration"] +transform = Transform( -1.60231, 0.120819, 0.005706, 0.120359, 1.63349, -0.789291, -0.0651468, -0.786625, -1.6379, 20.8181, 12.5297, 13.6559 ) +mesh = SubResource( 11 ) +material/0 = null + +[node name="Clouds" type="MeshInstance" parent="Decoration"] +transform = Transform( 9.20067, 11.3376, -0.0795001, -0.35721, 0.187535, -14.5957, -11.3322, 9.1991, 0.395536, -10.8813, 40.9324, 1.15229 ) +mesh = SubResource( 14 ) +material/0 = null + +[node name="Clouds2" type="MeshInstance" parent="Decoration"] +transform = Transform( 4.36766, 12.6479, 5.84422, 2.01429, 5.48714, -13.3803, -13.7864, 4.80863, -0.103444, -10.8813, 64.2284, -14.1764 ) +mesh = SubResource( 17 ) +material/0 = null + +[node name="Sound" type="Spatial" parent="."] +visible = false + +[node name="Pipes" type="AudioStreamPlayer3D" parent="Sound"] +transform = Transform( 1, 0, -2.98023e-08, 0, 1, 0, 2.98023e-08, 0, 1, 9.67349, 9, -22.8842 ) +stream = ExtResource( 12 ) +attenuation_model = 1 +unit_db = -25.0 +unit_size = 5.0 +autoplay = true + +[node name="Pipes3" type="AudioStreamPlayer3D" parent="Sound"] +transform = Transform( 1, 0, -2.98023e-08, 0, 1, 0, 2.98023e-08, 0, 1, 34.5687, 14.286, -0.232982 ) +stream = ExtResource( 2 ) +attenuation_model = 1 +unit_db = -10.0 +unit_size = 10.0 +pitch_scale = 0.7 +autoplay = true + +[node name="Pipes2" type="AudioStreamPlayer3D" parent="Sound"] +transform = Transform( 1, 0, -2.98023e-08, 0, 1, 0, 2.98023e-08, 0, 1, 15.6735, 7, -22.8842 ) +stream = ExtResource( 12 ) +attenuation_model = 1 +unit_db = -25.0 +unit_size = 5.0 +pitch_scale = 0.99 +autoplay = true + +[node name="Area" type="Area" parent="Sound"] +monitoring = false +monitorable = false +reverb_bus_enable = true +reverb_bus_name = "Reverb1" +reverb_bus_amount = 1.0 +reverb_bus_uniformity = 1.0 + +[node name="CollisionShape" type="CollisionShape" parent="Sound/Area"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 ) +shape = SubResource( 18 ) + +[node name="DM1_dev_materials" parent="." instance=ExtResource( 1 )] + +[node name="ReflectionProbes" type="Spatial" parent="."] +visible = false +__meta__ = { +"_edit_lock_": true +} + +[node name="ReflectionProbe" type="ReflectionProbe" parent="ReflectionProbes"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 25, 14, 0 ) +extents = Vector3( 15, 14, 22 ) +box_projection = true +enable_shadows = true + +[node name="ReflectionProbe5" type="ReflectionProbe" parent="ReflectionProbes"] +transform = Transform( 0.930123, 0.367248, 0, -0.367248, 0.930123, 0, 0, 0, 1, 11.7433, 8.87002, -21.2808 ) +extents = Vector3( 11.3113, 3.02928, 3.32246 ) +origin_offset = Vector3( 1.16016, 0, 0.953125 ) +box_projection = true +enable_shadows = true + +[node name="ReflectionProbe2" type="ReflectionProbe" parent="ReflectionProbes"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 14, 0 ) +extents = Vector3( 15, 14, 17 ) +box_projection = true +enable_shadows = true + +[node name="ReflectionProbe4" type="ReflectionProbe" parent="ReflectionProbes"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 14, 0 ) +extents = Vector3( 15, 14, 17 ) +box_projection = true +enable_shadows = true + +[node name="ReflectionProbe3" type="ReflectionProbe" parent="ReflectionProbes"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -9, 14, 0 ) +extents = Vector3( 11, 14, 22 ) +box_projection = true +enable_shadows = true + +[node name="Lights" type="Spatial" parent="."] +visible = false 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