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liblast/Game/Assets/Effects/BulletTracerMaterial.tres

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[gd_resource type="ShaderMaterial" load_steps=15 format=2]
[sub_resource type="VisualShaderNodeScalarOp" id=1]
default_input_values = [ 0, 0.0, 1, 1.3 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarOp" id=2]
[sub_resource type="VisualShaderNodeScalarOp" id=3]
default_input_values = [ 0, 0.0, 1, 0.5 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=4]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=5]
constant = 8.0
[sub_resource type="VisualShaderNodeVectorScalarMix" id=6]
[sub_resource type="VisualShaderNodeFresnel" id=7]
default_input_values = [ 2, true, 3, 0.5 ]
[sub_resource type="VisualShaderNodeColorConstant" id=8]
output_port_for_preview = 0
constant = Color( 1, 0.859069, 0.215686, 1 )
[sub_resource type="VisualShaderNodeVectorOp" id=9]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=10]
constant = 2.0
[sub_resource type="VisualShaderNodeInput" id=11]
output_port_for_preview = 0
input_name = "color"
[sub_resource type="VisualShaderNodeColorConstant" id=12]
output_port_for_preview = 0
constant = Color( 0.650391, 0.192161, 0.0203247, 1 )
[sub_resource type="VisualShaderNodeScalarFunc" id=13]
function = 18
[sub_resource type="VisualShader" id=14]
code = "shader_type spatial;
render_mode specular_disabled, unshaded;
void vertex() {
// Output:0
}
void fragment() {
// Color:7
vec3 n_out7p0 = vec3(0.650391, 0.192161, 0.020325);
float n_out7p1 = 1.000000;
// Color:3
vec3 n_out3p0 = vec3(1.000000, 0.859069, 0.215686);
float n_out3p1 = 1.000000;
// Scalar:14
float n_out14p0 = 8.000000;
// VectorOp:13
vec3 n_out13p0 = n_out3p0 * vec3(n_out14p0);
// Input:6
vec3 n_out6p0 = COLOR.rgb;
// ScalarOp:10
float n_in10p1 = 1.30000;
float n_out10p0 = dot(n_out6p0, vec3(0.333333, 0.333333, 0.333333)) * n_in10p1;
// ScalarFunc:9
float n_out9p0 = min(max(n_out10p0, 0.0), 1.0);
// VectorScalarMix:15
vec3 n_out15p0 = mix(n_out7p0, n_out13p0, n_out9p0);
// Scalar:5
float n_out5p0 = 2.000000;
// VectorOp:4
vec3 n_out4p0 = n_out15p0 * vec3(n_out5p0);
// Fresnel:2
bool n_in2p2 = true;
float n_in2p3 = 0.50000;
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));
// ScalarOp:12
float n_in12p1 = 0.50000;
float n_out12p0 = n_out2p0 * n_in12p1;
// ScalarOp:11
float n_out11p0 = n_out12p0 + dot(n_out6p0, vec3(0.333333, 0.333333, 0.333333));
// Output:0
ALBEDO = n_out4p0;
ALPHA = n_out11p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( -221, -337.75 )
modes/specular = 4
flags/unshaded = true
nodes/fragment/0/position = Vector2( 560, -300 )
nodes/fragment/2/node = SubResource( 7 )
nodes/fragment/2/position = Vector2( -640, -540 )
nodes/fragment/3/node = SubResource( 8 )
nodes/fragment/3/position = Vector2( -680, 260 )
nodes/fragment/4/node = SubResource( 9 )
nodes/fragment/4/position = Vector2( 260, 60 )
nodes/fragment/5/node = SubResource( 10 )
nodes/fragment/5/position = Vector2( 40, 260 )
nodes/fragment/6/node = SubResource( 11 )
nodes/fragment/6/position = Vector2( -640, -220 )
nodes/fragment/7/node = SubResource( 12 )
nodes/fragment/7/position = Vector2( -400, 40 )
nodes/fragment/9/node = SubResource( 13 )
nodes/fragment/9/position = Vector2( -80, -180 )
nodes/fragment/10/node = SubResource( 1 )
nodes/fragment/10/position = Vector2( -400, -160 )
nodes/fragment/11/node = SubResource( 2 )
nodes/fragment/11/position = Vector2( 100, -340 )
nodes/fragment/12/node = SubResource( 3 )
nodes/fragment/12/position = Vector2( -260, -520 )
nodes/fragment/13/node = SubResource( 4 )
nodes/fragment/13/position = Vector2( -380, 300 )
nodes/fragment/14/node = SubResource( 5 )
nodes/fragment/14/position = Vector2( -520, 460 )
nodes/fragment/15/node = SubResource( 6 )
nodes/fragment/15/position = Vector2( 40, 60 )
nodes/fragment/connections = PoolIntArray( 5, 0, 4, 1, 6, 0, 10, 0, 10, 0, 9, 0, 6, 0, 11, 1, 2, 0, 12, 0, 12, 0, 11, 0, 11, 0, 0, 1, 4, 0, 0, 0, 3, 0, 13, 0, 14, 0, 13, 1, 7, 0, 15, 0, 13, 0, 15, 1, 9, 0, 15, 2, 15, 0, 4, 0 )
[resource]
shader = SubResource( 14 )