aboutsummaryrefslogtreecommitdiff
path: root/gradient_horizon.tres
blob: cd4748827fccee8dcefc3774522bc9ff47d044aa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
[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 )