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liblast/Game/Assets/HUD/HUD.tres

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[gd_resource type="VisualShader" load_steps=15 format=3 uid="uid://bet2pthddt01v"]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_6ihsi"]
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4sg8c"]
operator = 7
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_cq3b8"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_ibeng"]
output_port_for_preview = 0
operator = 2
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_64m16"]
uniform_name = "Depth"
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_1syv6"]
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_gmj03"]
uniform_name = "Damage"
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_g75xc"]
function = 31
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_awhie"]
constant = Color(1, 0.118141, 0, 1)
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_hcnqy"]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_c1wnt"]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_4gtfo"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_bp0gw"]
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_wvp6b"]
operator = 7
[resource]
resource_local_to_scene = true
code = "shader_type canvas_item;
render_mode skip_vertex_transform, unshaded;
uniform float Damage;
uniform float Depth;
void fragment() {
// ColorConstant:18
vec3 n_out18p0 = vec3(1.000000, 0.118141, 0.000000);
float n_out18p1 = 1.000000;
// FloatUniform:16
float n_out16p0 = Damage;
// FloatUniform:14
float n_out14p0 = Depth;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:4
float n_out4p0 = n_out2p0.x;
float n_out4p1 = n_out2p0.y;
float n_out4p2 = n_out2p0.z;
// FloatFunc:10
float n_out10p0 = 1.0 - n_out4p0;
// FloatOp:11
float n_out11p0 = min(n_out10p0, n_out4p0);
// SmoothStep:12
float n_in12p0 = -0.25000;
float n_out12p0 = smoothstep(n_in12p0, n_out14p0, n_out11p0);
// FloatFunc:8
float n_out8p0 = 1.0 - n_out4p1;
// FloatOp:9
float n_out9p0 = min(n_out8p0, n_out4p1);
// SmoothStep:7
float n_in7p0 = -0.25000;
float n_out7p0 = smoothstep(n_in7p0, n_out14p0, n_out9p0);
// FloatOp:13
float n_out13p0 = n_out12p0 * n_out7p0;
// SmoothStep:15
float n_in15p0 = 0.00000;
float n_out15p0 = smoothstep(n_in15p0, n_out16p0, n_out13p0);
// FloatFunc:17
float n_out17p0 = 1.0 - n_out15p0;
// Output:0
COLOR.rgb = n_out18p0;
COLOR.a = n_out17p0;
}
"
graph_offset = Vector2(1260.12, -538.301)
engine_version = {
"major": 4,
"minor": 0
}
mode = 1
flags/light_only = false
flags/skip_vertex_transform = true
flags/unshaded = true
nodes/fragment/0/position = Vector2(2200, -240)
nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_hcnqy" )
nodes/fragment/2/position = Vector2(-800, 20)
nodes/fragment/4/node = SubResource( "VisualShaderNodeVectorDecompose_c1wnt" )
nodes/fragment/4/position = Vector2(-640, 40)
nodes/fragment/7/node = SubResource( "VisualShaderNodeSmoothStep_4gtfo" )
nodes/fragment/7/position = Vector2(500, 80)
nodes/fragment/8/node = SubResource( "VisualShaderNodeFloatFunc_bp0gw" )
nodes/fragment/8/position = Vector2(-340, 40)
nodes/fragment/9/node = SubResource( "VisualShaderNodeFloatOp_wvp6b" )
nodes/fragment/9/position = Vector2(-120, 120)
nodes/fragment/10/node = SubResource( "VisualShaderNodeFloatFunc_6ihsi" )
nodes/fragment/10/position = Vector2(-320, -220)
nodes/fragment/11/node = SubResource( "VisualShaderNodeFloatOp_4sg8c" )
nodes/fragment/11/position = Vector2(-80, -180)
nodes/fragment/12/node = SubResource( "VisualShaderNodeSmoothStep_cq3b8" )
nodes/fragment/12/position = Vector2(420, -240)
nodes/fragment/13/node = SubResource( "VisualShaderNodeFloatOp_ibeng" )
nodes/fragment/13/position = Vector2(920, -120)
nodes/fragment/14/node = SubResource( "VisualShaderNodeFloatUniform_64m16" )
nodes/fragment/14/position = Vector2(-200, -440)
nodes/fragment/15/node = SubResource( "VisualShaderNodeSmoothStep_1syv6" )
nodes/fragment/15/position = Vector2(1320, -240)
nodes/fragment/16/node = SubResource( "VisualShaderNodeFloatUniform_gmj03" )
nodes/fragment/16/position = Vector2(720, -540)
nodes/fragment/17/node = SubResource( "VisualShaderNodeFloatFunc_g75xc" )
nodes/fragment/17/position = Vector2(1592.12, -100.301)
nodes/fragment/18/node = SubResource( "VisualShaderNodeColorConstant_awhie" )
nodes/fragment/18/position = Vector2(1600, -400)
nodes/fragment/connections = PackedInt32Array(2, 0, 4, 0, 8, 0, 9, 0, 9, 0, 7, 2, 10, 0, 11, 0, 4, 1, 8, 0, 4, 1, 9, 1, 4, 0, 10, 0, 4, 0, 11, 1, 11, 0, 12, 2, 12, 0, 13, 0, 7, 0, 13, 1, 14, 0, 12, 1, 14, 0, 7, 1, 13, 0, 15, 2, 16, 0, 15, 1, 15, 0, 17, 0, 17, 0, 0, 1, 18, 0, 0, 0)