Files
fps_project_1/assets/jump_platform.tres
2025-04-01 16:59:48 -05:00

290 lines
9.6 KiB
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[gd_resource type="VisualShader" load_steps=31 format=3 uid="uid://dtleyj0ot0g1n"]
[sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_jqdis"]
default_input_values = [2, false, 3, 1.5]
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_sg47n"]
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_sqtyy"]
function = 1
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_idtyr"]
default_input_values = [1, Vector2(1, 1), 2, Vector2(0, 3)]
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_uin1b"]
default_input_values = [0, 1.0, 1, 0.0, 2, 0.0]
op_type = 0
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_avv5w"]
input_name = "time"
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_rnjwp"]
constant = Color(3.65794e-06, 0.65492, 0.823027, 1)
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_dl4jf"]
default_input_values = [0, 0.0, 1, 5.0]
operator = 3
[sub_resource type="FastNoiseLite" id="FastNoiseLite_cix0f"]
frequency = 0.0091
fractal_type = 3
fractal_lacunarity = 1.435
fractal_gain = 0.92
fractal_ping_pong_strength = 3.6
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_sr4bv"]
noise = SubResource("FastNoiseLite_cix0f")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_txbhu"]
output_port_for_preview = 0
texture = SubResource("NoiseTexture2D_sr4bv")
texture_type = 1
[sub_resource type="VisualShaderNodeTransformOp" id="VisualShaderNodeTransformOp_2g5e4"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_11nn1"]
default_input_values = [0, 0.0, 1, 2.2]
operator = 2
[sub_resource type="VisualShaderNodeCompare" id="VisualShaderNodeCompare_qsqwv"]
default_input_values = [0, 1.0, 1, 1.0, 2, 1e-05]
function = 2
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_dxqcb"]
default_input_values = [0, 0.0, 1, 0.1]
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_6lkk6"]
output_port_for_preview = 0
texture = SubResource("NoiseTexture2D_sr4bv")
texture_type = 1
[sub_resource type="VisualShaderNodeVaryingGetter" id="VisualShaderNodeVaryingGetter_n68s8"]
expanded_output_ports = [0]
varying_name = "WorldPos"
varying_type = 4
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_tx1lw"]
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_7jb8a"]
parameter_name = "DissolveHeightMin"
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_6vdce"]
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t7gx4"]
parameter_name = "DissolveHeightMax"
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_8nc43"]
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_16dhh"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_dvo0y"]
default_input_values = [0, 0.0, 1, 0.5]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_1ut4h"]
default_input_values = [0, 0.0, 1, 5.0]
operator = 1
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_lfpob"]
default_input_values = [0, 0.0, 1, 1.0, 2, 1.0]
op_type = 0
[sub_resource type="VisualShaderNodeVaryingSetter" id="VisualShaderNodeVaryingSetter_fr6p7"]
varying_name = "WorldPos"
varying_type = 4
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_eighi"]
input_name = "vertex"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_anm60"]
input_name = "model_matrix"
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_smpes"]
[resource]
code = "shader_type spatial;
render_mode blend_add, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx;
// Varyings
varying vec3 var_WorldPos;
uniform sampler2D tex_frg_2 : source_color;
uniform float DissolveHeightMax;
void vertex() {
// Input:4
mat4 n_out4p0 = MODEL_MATRIX;
// Input:3
vec3 n_out3p0 = VERTEX;
// TransformVectorMult:5
vec3 n_out5p0 = (n_out4p0 * vec4(n_out3p0, 1.0)).xyz;
// VaryingSetter:2
var_WorldPos = n_out5p0;
}
void fragment() {
// Fresnel:11
float n_in11p3 = 1.50000;
float n_out11p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in11p3);
// Input:16
float n_out16p0 = TIME;
// FloatOp:18
float n_in18p1 = 5.00000;
float n_out18p0 = n_out16p0 / n_in18p1;
// VectorCompose:15
float n_in15p0 = 1.00000;
vec2 n_out15p0 = vec2(n_in15p0, n_out18p0);
// UVFunc:14
vec2 n_in14p1 = vec2(1.00000, 1.00000);
vec2 n_out14p0 = n_out15p0 * n_in14p1 + UV;
// VectorCompose:8
float n_in8p0 = 0.00000;
float n_in8p1 = 1.00000;
vec2 n_out8p0 = vec2(n_in8p0, n_in8p1);
// UVFunc:13
vec2 n_in13p2 = vec2(0.00000, 0.00000);
vec2 n_out13p0 = (n_out14p0 - n_in13p2) * n_out8p0 + n_in13p2;
// Texture2D:2
vec4 n_out2p0 = texture(tex_frg_2, n_out13p0);
// FloatOp:23
float n_in23p1 = 2.20000;
float n_out23p0 = n_out2p0.x * n_in23p1;
// Compare:24
float n_in24p0 = 1.00000;
bool n_out24p0 = n_in24p0 > n_out23p0;
// FloatOp:25
float n_out25p0 = n_out11p0 + (n_out24p0 ? 1.0 : 0.0);
// FloatParameter:32
float n_out32p0 = DissolveHeightMax;
// FloatOp:39
float n_in39p1 = 5.00000;
float n_out39p0 = n_out32p0 - n_in39p1;
// VaryingGetter:27
vec3 n_out27p0 = var_WorldPos;
// VectorDecompose:28
float n_out28p0 = n_out27p0.x;
float n_out28p1 = n_out27p0.y;
float n_out28p2 = n_out27p0.z;
// SmoothStep:37
float n_out37p0 = smoothstep(n_out32p0, n_out39p0, n_out28p1);
// Mix:31
float n_in31p0 = 0.00000;
float n_out31p0 = mix(n_in31p0, n_out25p0, n_out37p0);
// ColorConstant:17
vec4 n_out17p0 = vec4(0.000004, 0.654920, 0.823027, 1.000000);
// Output:0
ALPHA = n_out31p0;
EMISSION = vec3(n_out17p0.xyz);
}
"
modes/blend = 1
modes/cull = 2
varyings/WorldPos = "0,4"
nodes/vertex/2/node = SubResource("VisualShaderNodeVaryingSetter_fr6p7")
nodes/vertex/2/position = Vector2(400, 820)
nodes/vertex/3/node = SubResource("VisualShaderNodeInput_eighi")
nodes/vertex/3/position = Vector2(-700, 460)
nodes/vertex/4/node = SubResource("VisualShaderNodeInput_anm60")
nodes/vertex/4/position = Vector2(-720, 300)
nodes/vertex/5/node = SubResource("VisualShaderNodeTransformVecMult_smpes")
nodes/vertex/5/position = Vector2(0, 540)
nodes/vertex/connections = PackedInt32Array(3, 0, 5, 1, 4, 0, 5, 0, 5, 0, 2, 0)
nodes/fragment/0/position = Vector2(2780, 340)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_txbhu")
nodes/fragment/2/position = Vector2(-1080, 340)
nodes/fragment/8/node = SubResource("VisualShaderNodeVectorCompose_lfpob")
nodes/fragment/8/position = Vector2(-1900, 860)
nodes/fragment/11/node = SubResource("VisualShaderNodeFresnel_jqdis")
nodes/fragment/11/position = Vector2(560, 40)
nodes/fragment/12/node = SubResource("VisualShaderNodeMix_sg47n")
nodes/fragment/12/position = Vector2(1100, 180)
nodes/fragment/13/node = SubResource("VisualShaderNodeUVFunc_sqtyy")
nodes/fragment/13/position = Vector2(-1520, 480)
nodes/fragment/14/node = SubResource("VisualShaderNodeUVFunc_idtyr")
nodes/fragment/14/position = Vector2(-2000, 420)
nodes/fragment/15/node = SubResource("VisualShaderNodeVectorCompose_uin1b")
nodes/fragment/15/position = Vector2(-2420, 640)
nodes/fragment/16/node = SubResource("VisualShaderNodeInput_avv5w")
nodes/fragment/16/position = Vector2(-3360, 920)
nodes/fragment/17/node = SubResource("VisualShaderNodeColorConstant_rnjwp")
nodes/fragment/17/position = Vector2(780, 780)
nodes/fragment/18/node = SubResource("VisualShaderNodeFloatOp_dl4jf")
nodes/fragment/18/position = Vector2(-2840, 780)
nodes/fragment/22/node = SubResource("VisualShaderNodeTransformOp_2g5e4")
nodes/fragment/22/position = Vector2(-20, 960)
nodes/fragment/23/node = SubResource("VisualShaderNodeFloatOp_11nn1")
nodes/fragment/23/position = Vector2(-80, 380)
nodes/fragment/24/node = SubResource("VisualShaderNodeCompare_qsqwv")
nodes/fragment/24/position = Vector2(420, 380)
nodes/fragment/25/node = SubResource("VisualShaderNodeFloatOp_dxqcb")
nodes/fragment/25/position = Vector2(1600, 340)
nodes/fragment/26/node = SubResource("VisualShaderNodeTexture_6lkk6")
nodes/fragment/26/position = Vector2(-1080, 1080)
nodes/fragment/27/node = SubResource("VisualShaderNodeVaryingGetter_n68s8")
nodes/fragment/27/position = Vector2(280, 1520)
nodes/fragment/28/node = SubResource("VisualShaderNodeVectorDecompose_tx1lw")
nodes/fragment/28/position = Vector2(660, 1560)
nodes/fragment/30/node = SubResource("VisualShaderNodeFloatParameter_7jb8a")
nodes/fragment/30/position = Vector2(640, 920)
nodes/fragment/31/node = SubResource("VisualShaderNodeMix_6vdce")
nodes/fragment/31/position = Vector2(2220, 340)
nodes/fragment/32/node = SubResource("VisualShaderNodeFloatParameter_t7gx4")
nodes/fragment/32/position = Vector2(660, 1260)
nodes/fragment/35/node = SubResource("VisualShaderNodeSmoothStep_8nc43")
nodes/fragment/35/position = Vector2(1680, 960)
nodes/fragment/37/node = SubResource("VisualShaderNodeSmoothStep_16dhh")
nodes/fragment/37/position = Vector2(1840, 1360)
nodes/fragment/38/node = SubResource("VisualShaderNodeFloatOp_dvo0y")
nodes/fragment/38/position = Vector2(1099.39, 1082.46)
nodes/fragment/39/node = SubResource("VisualShaderNodeFloatOp_1ut4h")
nodes/fragment/39/position = Vector2(1280, 1420)
nodes/fragment/connections = PackedInt32Array(8, 0, 13, 1, 13, 0, 2, 0, 14, 0, 13, 0, 15, 0, 14, 2, 16, 0, 18, 0, 18, 0, 15, 1, 23, 0, 24, 1, 11, 0, 12, 2, 24, 0, 25, 1, 27, 0, 28, 0, 28, 1, 35, 2, 30, 0, 35, 0, 30, 0, 38, 0, 38, 0, 35, 1, 28, 1, 37, 2, 32, 0, 39, 0, 32, 0, 37, 0, 39, 0, 37, 1, 37, 0, 31, 2, 2, 0, 23, 0, 25, 0, 31, 1, 17, 0, 0, 5, 11, 0, 25, 0, 31, 0, 0, 1)