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liblast/Game/Assets/HUD/Croshair.tres

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[gd_resource type="VisualShader" load_steps=6 format=3 uid="uid://dos1mlwtb3tju"]
[sub_resource type="VisualShaderNodeColorFunc" id="VisualShaderNodeColorFunc_15wpt"]
default_input_values = [0, Vector3(0, 0, 0)]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeSwitch" id="VisualShaderNodeSwitch_w5e8y"]
default_input_values = [0, false, 1, Vector3(1, 1, 1), 2, Vector3(0, 0, 0)]
expanded_output_ports = []
op_type = 2
[sub_resource type="VisualShaderNodeCompare" id="VisualShaderNodeCompare_8o1qy"]
default_input_values = [0, 0.0, 1, 0.9, 2, 1e-05]
expanded_output_ports = []
function = 4
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0xt2k"]
default_input_values = []
expanded_output_ports = []
input_name = "screen_uv"
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_33whc"]
default_input_values = []
expanded_output_ports = []
source = 1
[resource]
code = "shader_type canvas_item;
render_mode unshaded;
void fragment() {
// Input:2
vec3 n_out2p0 = vec3(SCREEN_UV, 0.0);
vec3 n_out8p0;
float n_out8p1;
// Texture2D:8
{
vec4 _tex_read = textureLod(SCREEN_TEXTURE, n_out2p0.xy, 0.0);
n_out8p0 = _tex_read.rgb;
n_out8p1 = _tex_read.a;
}
vec3 n_out10p0;
// ColorFunc:10
{
vec3 c = n_out8p0;
float max1 = max(c.r, c.g);
float max2 = max(max1, c.b);
float max3 = max(max1, max2);
n_out10p0 = vec3(max3, max3, max3);
}
// Compare:13
float n_in13p1 = 0.90000;
bool n_out13p0 = dot(n_out10p0, vec3(0.333333, 0.333333, 0.333333)) < n_in13p1;
vec3 n_out12p0;
// Switch:12
vec3 n_in12p1 = vec3(1.00000, 1.00000, 1.00000);
vec3 n_in12p2 = vec3(0.00000, 0.00000, 0.00000);
if(n_out13p0)
{
n_out12p0 = n_in12p1;
}
else
{
n_out12p0 = n_in12p2;
}
// Output:0
COLOR.rgb = n_out12p0;
}
"
graph_offset = Vector2(-149.173, 27.2767)
engine_version = {
"major": 4,
"minor": 0
}
mode = 1
flags/light_only = false
flags/unshaded = true
nodes/fragment/0/position = Vector2(660, 360)
nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_0xt2k" )
nodes/fragment/2/position = Vector2(-320, 360)
nodes/fragment/8/node = SubResource( "VisualShaderNodeTexture_33whc" )
nodes/fragment/8/position = Vector2(-100, 360)
nodes/fragment/10/node = SubResource( "VisualShaderNodeColorFunc_15wpt" )
nodes/fragment/10/position = Vector2(80, 360)
nodes/fragment/12/node = SubResource( "VisualShaderNodeSwitch_w5e8y" )
nodes/fragment/12/position = Vector2(460, 360)
nodes/fragment/13/node = SubResource( "VisualShaderNodeCompare_8o1qy" )
nodes/fragment/13/position = Vector2(280, 360)
nodes/fragment/connections = PackedInt32Array(2, 0, 8, 0, 8, 0, 10, 0, 10, 0, 13, 0, 13, 0, 12, 0, 12, 0, 0, 0)