[gd_resource type="VisualShader" load_steps=10 format=2] [sub_resource type="VisualShaderNodeScalarFunc" id=20] function = 14 [sub_resource type="VisualShaderNodeScalarOp" id=21] default_input_values = [ 0, 0.0, 1, 3.0 ] operator = 3 [sub_resource type="VisualShaderNodeScalarConstant" id=22] constant = 25.0 [sub_resource type="VisualShaderNodeInput" id=15] input_name = "uv" [sub_resource type="VisualShaderNodeVectorDecompose" id=16] output_port_for_preview = 1 [sub_resource type="Gradient" id=17] colors = PoolColorArray( 0.454902, 0.333333, 0.501961, 1, 0.694118, 0.54902, 0.364706, 1 ) [sub_resource type="GradientTexture" id=18] gradient = SubResource( 17 ) width = 5 [sub_resource type="VisualShaderNodeTexture" id=19] output_port_for_preview = 0 texture = SubResource( 18 ) texture_type = 1 [sub_resource type="VisualShaderNodeScalarOp" id=23] output_port_for_preview = 0 default_input_values = [ 0, 0.0, 1, 3.0 ] operator = 2 [resource] code = "shader_type canvas_item; uniform sampler2D tex_frg_8 : hint_albedo; void vertex() { // Output:0 } void fragment() { // Input:3 vec3 n_out3p0 = vec3(UV, 0.0); // VectorDecompose:4 float n_out4p0 = n_out3p0.x; float n_out4p1 = n_out3p0.y; float n_out4p2 = n_out3p0.z; // Scalar:12 float n_out12p0 = 25.000000; // ScalarOp:9 float n_out9p0 = n_out4p1 * n_out12p0; // ScalarFunc:10 float n_out10p0 = floor(n_out9p0); // ScalarOp:11 float n_out11p0 = n_out10p0 / n_out12p0; // Texture:8 vec4 tex_frg_8_read = texture(tex_frg_8, vec3(n_out11p0).xy); vec3 n_out8p0 = tex_frg_8_read.rgb; float n_out8p1 = tex_frg_8_read.a; // Output:0 COLOR.rgb = n_out8p0; } void light() { // Output:0 } " graph_offset = Vector2( -1106.7, 95 ) mode = 1 flags/light_only = false nodes/fragment/0/position = Vector2( 80, 160 ) nodes/fragment/3/node = SubResource( 15 ) nodes/fragment/3/position = Vector2( -1280, 100 ) nodes/fragment/4/node = SubResource( 16 ) nodes/fragment/4/position = Vector2( -1080, 100 ) nodes/fragment/8/node = SubResource( 19 ) nodes/fragment/8/position = Vector2( -120, 100 ) nodes/fragment/9/node = SubResource( 23 ) nodes/fragment/9/position = Vector2( -760, 60 ) nodes/fragment/10/node = SubResource( 20 ) nodes/fragment/10/position = Vector2( -520, 120 ) nodes/fragment/11/node = SubResource( 21 ) nodes/fragment/11/position = Vector2( -300, 120 ) nodes/fragment/12/node = SubResource( 22 ) nodes/fragment/12/position = Vector2( -1000, 320 ) nodes/fragment/connections = PoolIntArray( 3, 0, 4, 0, 4, 1, 9, 0, 9, 0, 10, 0, 8, 0, 0, 0, 10, 0, 11, 0, 11, 0, 8, 0, 12, 0, 9, 1, 12, 0, 11, 1 )