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fps_project_1/assets/blood.tres

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[gd_resource type="VisualShader" load_steps=22 format=3 uid="uid://ddeew8xbtykrq"]
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_ncvl6"]
constant = Color(0.665604, 1.96133e-06, 4.33177e-07, 1)
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_ce6tx"]
constant = 0.5
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_2du5f"]
output_port_for_preview = 0
function = 31
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_3of4b"]
input_name = "color"
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_50gpj"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_u51ta"]
default_input_values = [0, 0.0, 1, 0.1]
operator = 2
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_d33ia"]
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_jsho4"]
constant = 1.0
[sub_resource type="FastNoiseLite" id="FastNoiseLite_anxeu"]
noise_type = 3
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_q7o3u"]
noise = SubResource("FastNoiseLite_anxeu")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_fa4vl"]
texture = SubResource("NoiseTexture2D_q7o3u")
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pkecw"]
output_port_for_preview = 0
default_input_values = [0, 0.0, 1, 5.0]
operator = 5
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_66yqg"]
input_name = "uv"
[sub_resource type="VisualShaderNodeUVPolarCoord" id="VisualShaderNodeUVPolarCoord_662y1"]
output_port_for_preview = 0
default_input_values = [1, Vector2(0.5, 0.5), 2, 1.0, 3, 0.0]
[sub_resource type="VisualShaderNodeColorFunc" id="VisualShaderNodeColorFunc_tlel1"]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_cmbe8"]
output_port_for_preview = 0
function = 31
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_a83e8"]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_w0l32"]
operator = 2
[sub_resource type="VisualShaderNodeBillboard" id="VisualShaderNodeBillboard_drqma"]
keep_scale = true
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0eixc"]
input_name = "instance_id"
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_mv5vw"]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D tex_frg_2;
void vertex() {
// Input:3
int n_out3p0 = INSTANCE_ID;
// VectorCompose:4
float n_in4p1 = 0.00000;
float n_in4p2 = 0.00000;
vec3 n_out4p0 = vec3(float(n_out3p0), n_in4p1, n_in4p2);
mat4 n_out2p0;
// GetBillboardMatrix:2
{
mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
__mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));
n_out2p0 = __mvm;
}
// Output:0
COLOR.rgb = n_out4p0;
MODELVIEW_MATRIX = n_out2p0;
}
void fragment() {
// ColorConstant:10
vec4 n_out10p0 = vec4(0.665604, 0.000002, 0.000000, 1.000000);
// Input:4
vec2 n_out4p0 = UV;
vec2 n_out5p0;
// UVPolarCoord:5
vec2 n_in5p1 = vec2(0.50000, 0.50000);
float n_in5p2 = 1.00000;
float n_in5p3 = 0.00000;
{
vec2 __dir = n_out4p0 - n_in5p1;
float __radius = length(__dir) * 2.0;
float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);
n_out5p0 = vec2(__radius * n_in5p2, __angle * n_in5p3);
}
vec3 n_out6p0;
// ColorFunc:6
{
vec3 c = vec3(n_out5p0, 0.0);
float max1 = max(c.r, c.g);
float max2 = max(max1, c.b);
n_out6p0 = vec3(max2, max2, max2);
}
// FloatFunc:7
float n_out7p0 = 1.0 - n_out6p0.x;
// Input:13
vec4 n_out13p0 = COLOR;
// VectorDecompose:14
float n_out14p0 = vec3(n_out13p0.xyz).x;
float n_out14p1 = vec3(n_out13p0.xyz).y;
float n_out14p2 = vec3(n_out13p0.xyz).z;
// FloatOp:15
float n_in15p1 = 0.10000;
float n_out15p0 = n_out14p0 * n_in15p1;
// UVFunc:16
vec2 n_in16p1 = vec2(1.00000, 1.00000);
vec2 n_out16p0 = vec2(n_out15p0) * n_in16p1 + n_out4p0;
// Texture2D:2
vec4 n_out2p0 = texture(tex_frg_2, n_out16p0);
// FloatOp:3
float n_in3p1 = 5.00000;
float n_out3p0 = pow(n_out2p0.x, n_in3p1);
// VectorOp:8
vec3 n_out8p0 = vec3(n_out7p0) * vec3(n_out3p0);
// VectorOp:9
vec3 n_out9p0 = vec3(n_out10p0.xyz) * n_out8p0;
// FloatConstant:11
float n_out11p0 = 0.500000;
// FloatConstant:17
float n_out17p0 = 1.000000;
// FloatFunc:12
float n_out12p0 = 1.0 - n_out3p0;
// Output:0
ALBEDO = n_out9p0;
ALPHA = n_out11p0;
SSS_STRENGTH = n_out17p0;
ALPHA_SCISSOR_THRESHOLD = n_out12p0;
}
"
graph_offset = Vector2(-911.268, 90.5684)
nodes/vertex/2/node = SubResource("VisualShaderNodeBillboard_drqma")
nodes/vertex/2/position = Vector2(-120, 280)
nodes/vertex/3/node = SubResource("VisualShaderNodeInput_0eixc")
nodes/vertex/3/position = Vector2(-300, 160)
nodes/vertex/4/node = SubResource("VisualShaderNodeVectorCompose_mv5vw")
nodes/vertex/4/position = Vector2(99.8642, 172.257)
nodes/vertex/connections = PackedInt32Array(2, 0, 0, 10, 3, 0, 4, 0, 4, 0, 0, 6)
nodes/fragment/0/position = Vector2(960, 160)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_fa4vl")
nodes/fragment/2/position = Vector2(-440, 520)
nodes/fragment/3/node = SubResource("VisualShaderNodeFloatOp_pkecw")
nodes/fragment/3/position = Vector2(-100, 500)
nodes/fragment/4/node = SubResource("VisualShaderNodeInput_66yqg")
nodes/fragment/4/position = Vector2(-960, 40)
nodes/fragment/5/node = SubResource("VisualShaderNodeUVPolarCoord_662y1")
nodes/fragment/5/position = Vector2(-280, 80)
nodes/fragment/6/node = SubResource("VisualShaderNodeColorFunc_tlel1")
nodes/fragment/6/position = Vector2(-100, 80)
nodes/fragment/7/node = SubResource("VisualShaderNodeFloatFunc_cmbe8")
nodes/fragment/7/position = Vector2(120, 80)
nodes/fragment/8/node = SubResource("VisualShaderNodeVectorOp_a83e8")
nodes/fragment/8/position = Vector2(343.557, 123.867)
nodes/fragment/9/node = SubResource("VisualShaderNodeVectorOp_w0l32")
nodes/fragment/9/position = Vector2(622.371, 141.076)
nodes/fragment/10/node = SubResource("VisualShaderNodeColorConstant_ncvl6")
nodes/fragment/10/position = Vector2(480, -20)
nodes/fragment/11/node = SubResource("VisualShaderNodeFloatConstant_ce6tx")
nodes/fragment/11/position = Vector2(540, 340)
nodes/fragment/12/node = SubResource("VisualShaderNodeFloatFunc_2du5f")
nodes/fragment/12/position = Vector2(293.253, 533.22)
nodes/fragment/13/node = SubResource("VisualShaderNodeInput_3of4b")
nodes/fragment/13/position = Vector2(-1340, 260)
nodes/fragment/14/node = SubResource("VisualShaderNodeVectorDecompose_50gpj")
nodes/fragment/14/position = Vector2(-980, 260)
nodes/fragment/15/node = SubResource("VisualShaderNodeFloatOp_u51ta")
nodes/fragment/15/position = Vector2(-780, 300)
nodes/fragment/16/node = SubResource("VisualShaderNodeUVFunc_d33ia")
nodes/fragment/16/position = Vector2(-593.247, 245.06)
nodes/fragment/17/node = SubResource("VisualShaderNodeFloatConstant_jsho4")
nodes/fragment/17/position = Vector2(660, 460)
nodes/fragment/connections = PackedInt32Array(2, 0, 3, 0, 4, 0, 5, 0, 5, 0, 6, 0, 6, 0, 7, 0, 7, 0, 8, 0, 3, 0, 8, 1, 8, 0, 9, 1, 10, 0, 9, 0, 9, 0, 0, 0, 11, 0, 0, 1, 3, 0, 12, 0, 12, 0, 0, 19, 13, 0, 14, 0, 14, 0, 15, 0, 4, 0, 16, 0, 15, 0, 16, 2, 16, 0, 2, 0, 17, 0, 0, 17)