iFactory.Godot/Artists/Shader/VShader_CircleScale.tres

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[gd_resource type="VisualShader" load_steps=9 format=3 uid="uid://cvh50bp24qxc7"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_6kj05"]
default_input_values = [0, 0.0, 1, 1.0]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_516n7"]
source = 5
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_atuf8"]
parameter_name = "MainTexture"
texture_repeat = 2
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_a3maj"]
default_input_values = [0, Quaternion(0, 0, 0, 0)]
op_type = 2
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_re64m"]
input_name = "time"
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_6jmon"]
default_input_values = [1, Vector2(1, 1), 2, Vector2(0.5, 0.5)]
function = 1
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_j1u65"]
default_input_values = [0, 0.0, 1, 1.0]
operator = 4
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_t6ivt"]
default_input_values = [0, 2.0, 1, 1.0]
operator = 1
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D MainTexture : repeat_disable;
void fragment() {
// Input:5
float n_out5p0 = TIME;
// FloatOp:8
float n_in8p1 = 1.00000;
float n_out8p0 = mod(n_out5p0, n_in8p1);
// FloatOp:9
float n_in9p0 = 2.00000;
float n_out9p0 = n_in9p0 - n_out8p0;
// UVFunc:7
vec2 n_in7p2 = vec2(0.50000, 0.50000);
vec2 n_out7p0 = (UV - n_in7p2) * vec2(n_out9p0) + n_in7p2;
vec4 n_out2p0;
// Texture2D:2
n_out2p0 = texture(MainTexture, n_out7p0);
// VectorDecompose:4
float n_out4p0 = n_out2p0.x;
float n_out4p1 = n_out2p0.y;
float n_out4p2 = n_out2p0.z;
float n_out4p3 = n_out2p0.w;
// FloatOp:10
float n_out10p0 = n_out4p3 * n_out8p0;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
ALPHA = n_out10p0;
}
"
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_516n7")
nodes/fragment/2/position = Vector2(-1340, 560)
nodes/fragment/3/node = SubResource("VisualShaderNodeTexture2DParameter_atuf8")
nodes/fragment/3/position = Vector2(-1920, 720)
nodes/fragment/4/node = SubResource("VisualShaderNodeVectorDecompose_a3maj")
nodes/fragment/4/position = Vector2(-740, 600)
nodes/fragment/5/node = SubResource("VisualShaderNodeInput_re64m")
nodes/fragment/5/position = Vector2(-2660, 560)
nodes/fragment/7/node = SubResource("VisualShaderNodeUVFunc_6jmon")
nodes/fragment/7/position = Vector2(-1620, 500)
nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_j1u65")
nodes/fragment/8/position = Vector2(-2260, 300)
nodes/fragment/9/node = SubResource("VisualShaderNodeFloatOp_t6ivt")
nodes/fragment/9/position = Vector2(-1940, 420)
nodes/fragment/10/node = SubResource("VisualShaderNodeFloatOp_6kj05")
nodes/fragment/10/position = Vector2(-160, 480)
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)