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This commit is contained in:
100
Artists/Shader/VShader_CircleScale.tres
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100
Artists/Shader/VShader_CircleScale.tres
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[gd_resource type="VisualShader" load_steps=9 format=3 uid="uid://cvh50bp24qxc7"]
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_6kj05"]
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default_input_values = [0, 0.0, 1, 1.0]
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operator = 2
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_516n7"]
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source = 5
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[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_atuf8"]
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parameter_name = "MainTexture"
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texture_repeat = 2
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[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_a3maj"]
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default_input_values = [0, Quaternion(0, 0, 0, 0)]
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op_type = 2
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_re64m"]
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input_name = "time"
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[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_6jmon"]
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default_input_values = [1, Vector2(1, 1), 2, Vector2(0.5, 0.5)]
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function = 1
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_j1u65"]
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default_input_values = [0, 0.0, 1, 1.0]
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operator = 4
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_t6ivt"]
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default_input_values = [0, 2.0, 1, 1.0]
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operator = 1
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform sampler2D MainTexture : repeat_disable;
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void fragment() {
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// Input:5
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float n_out5p0 = TIME;
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// FloatOp:8
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float n_in8p1 = 1.00000;
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float n_out8p0 = mod(n_out5p0, n_in8p1);
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// FloatOp:9
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float n_in9p0 = 2.00000;
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float n_out9p0 = n_in9p0 - n_out8p0;
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// UVFunc:7
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vec2 n_in7p2 = vec2(0.50000, 0.50000);
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vec2 n_out7p0 = (UV - n_in7p2) * vec2(n_out9p0) + n_in7p2;
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vec4 n_out2p0;
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// Texture2D:2
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n_out2p0 = texture(MainTexture, n_out7p0);
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// VectorDecompose:4
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float n_out4p0 = n_out2p0.x;
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float n_out4p1 = n_out2p0.y;
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float n_out4p2 = n_out2p0.z;
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float n_out4p3 = n_out2p0.w;
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// FloatOp:10
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float n_out10p0 = n_out4p3 * n_out8p0;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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ALPHA = n_out10p0;
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}
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"
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nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_516n7")
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nodes/fragment/2/position = Vector2(-1340, 560)
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nodes/fragment/3/node = SubResource("VisualShaderNodeTexture2DParameter_atuf8")
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nodes/fragment/3/position = Vector2(-1920, 720)
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nodes/fragment/4/node = SubResource("VisualShaderNodeVectorDecompose_a3maj")
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nodes/fragment/4/position = Vector2(-740, 600)
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nodes/fragment/5/node = SubResource("VisualShaderNodeInput_re64m")
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nodes/fragment/5/position = Vector2(-2660, 560)
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nodes/fragment/7/node = SubResource("VisualShaderNodeUVFunc_6jmon")
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nodes/fragment/7/position = Vector2(-1620, 500)
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nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_j1u65")
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nodes/fragment/8/position = Vector2(-2260, 300)
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nodes/fragment/9/node = SubResource("VisualShaderNodeFloatOp_t6ivt")
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nodes/fragment/9/position = Vector2(-1940, 420)
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nodes/fragment/10/node = SubResource("VisualShaderNodeFloatOp_6kj05")
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nodes/fragment/10/position = Vector2(-160, 480)
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nodes/fragment/connections = PackedInt32Array(3, 0, 2, 2, 7, 0, 2, 0, 5, 0, 8, 0, 8, 0, 9, 1, 9, 0, 7, 1, 4, 3, 10, 0, 8, 0, 10, 1, 2, 0, 4, 0, 2, 0, 0, 0, 10, 0, 0, 1)
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125
Artists/Shader/VShader_UVOffset.tres
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125
Artists/Shader/VShader_UVOffset.tres
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[gd_resource type="VisualShader" load_steps=11 format=3 uid="uid://cn6f4k74cxkkn"]
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[ext_resource type="Script" path="res://addons/VisualShaderExtras/UV/UVRotate.gd" id="1_4i8x8"]
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[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_1asv8"]
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default_input_values = [0, Quaternion(0, 0, 0, 0)]
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op_type = 2
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[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_s0gv3"]
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default_input_values = [1, Vector2(-4, 8), 2, Vector2(0, 0)]
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function = 1
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[sub_resource type="VisualShaderNodeCustom" id="VisualShaderNodeCustom_1swn8"]
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default_input_values = [1, Vector2(0, 0), 2, 0.0, 3, Vector2(0, 0)]
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initialized = true
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script = ExtResource("1_4i8x8")
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[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_8ck2a"]
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parameter_name = "MainTexture"
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_15o2w"]
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source = 5
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_ku0fj"]
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input_name = "time"
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[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_g8x7a"]
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_efnhw"]
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input_name = "uv"
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[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_vnmsm"]
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op_type = 0
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform sampler2D MainTexture;
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// UVRotate
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vec2 uv_rotate(vec2 uv, vec2 pivot, float angle) {
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mat2 rotation = mat2(vec2(sin(angle), -cos(angle)), vec2(cos(angle), sin(angle)));
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uv -= pivot;
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uv = uv * rotation;
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uv += pivot;
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return uv;
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}
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void fragment() {
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// Input:6
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vec2 n_out6p0 = UV;
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// UVFunc:16
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vec2 n_in16p1 = vec2(-4.00000, 8.00000);
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vec2 n_in16p2 = vec2(0.00000, 0.00000);
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vec2 n_out16p0 = (n_out6p0 - n_in16p2) * n_in16p1 + n_in16p2;
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// Input:4
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float n_out4p0 = TIME;
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// VectorCompose:7
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float n_in7p1 = 0.00000;
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vec2 n_out7p0 = vec2(n_out4p0, n_in7p1);
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// UVFunc:5
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vec2 n_in5p1 = vec2(1.00000, 1.00000);
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vec2 n_out5p0 = n_out7p0 * n_in5p1 + n_out16p0;
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vec2 n_out17p0;
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// UVRotate:17
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vec2 n_in17p1 = vec2(0.00000, 0.00000);
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float n_in17p2 = 0.00000;
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{
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n_out17p0.xy = uv_rotate(n_out5p0.xy, n_in17p1.xy, n_in17p2);
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}
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vec4 n_out3p0;
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// Texture2D:3
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n_out3p0 = texture(MainTexture, n_out17p0);
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// VectorDecompose:14
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float n_out14p0 = n_out3p0.x;
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float n_out14p1 = n_out3p0.y;
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float n_out14p2 = n_out3p0.z;
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float n_out14p3 = n_out3p0.w;
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// Output:0
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ALBEDO = vec3(n_out3p0.xyz);
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ALPHA = n_out14p3;
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EMISSION = vec3(n_out3p0.xyz);
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}
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"
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nodes/fragment/2/node = SubResource("VisualShaderNodeTexture2DParameter_8ck2a")
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nodes/fragment/2/position = Vector2(-1080, 240)
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nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_15o2w")
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nodes/fragment/3/position = Vector2(-180, 140)
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nodes/fragment/4/node = SubResource("VisualShaderNodeInput_ku0fj")
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nodes/fragment/4/position = Vector2(-1480, 80)
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nodes/fragment/5/node = SubResource("VisualShaderNodeUVFunc_g8x7a")
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nodes/fragment/5/position = Vector2(-660, -80)
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nodes/fragment/6/node = SubResource("VisualShaderNodeInput_efnhw")
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nodes/fragment/6/position = Vector2(-1820, -120)
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nodes/fragment/7/node = SubResource("VisualShaderNodeVectorCompose_vnmsm")
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nodes/fragment/7/position = Vector2(-1000, 40)
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nodes/fragment/14/node = SubResource("VisualShaderNodeVectorDecompose_1asv8")
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nodes/fragment/14/position = Vector2(-140, 420)
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nodes/fragment/16/node = SubResource("VisualShaderNodeUVFunc_s0gv3")
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nodes/fragment/16/position = Vector2(-1040, -160)
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nodes/fragment/17/node = SubResource("VisualShaderNodeCustom_1swn8")
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nodes/fragment/17/position = Vector2(-380, -40)
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nodes/fragment/connections = PackedInt32Array(2, 0, 3, 2, 3, 0, 0, 0, 7, 0, 5, 2, 3, 0, 14, 0, 16, 0, 5, 0, 4, 0, 7, 0, 6, 0, 16, 0, 5, 0, 17, 0, 17, 0, 3, 0, 14, 3, 0, 1, 3, 0, 0, 5)
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