1
0
Fork 0
This repository has been archived on 2025-09-12. You can view files and clone it, but cannot push or open issues or pull requests.
honest-jam-2/asset/water_shader.tres

175 lines
4.6 KiB
Text

[gd_resource type="VisualShader" load_steps=17 format=2]
[sub_resource type="VisualShaderNodeTextureUniform" id=1]
uniform_name = "NormalMap"
texture_type = 2
[sub_resource type="VisualShaderNodeVectorDecompose" id=2]
[sub_resource type="VisualShaderNodeScalarOp" id=3]
operator = 1
[sub_resource type="VisualShaderNodeVectorCompose" id=4]
[sub_resource type="VisualShaderNodeScalarOp" id=5]
[sub_resource type="VisualShaderNodeColorConstant" id=6]
constant = Color( 0.690196, 0.690196, 0.690196, 1 )
[sub_resource type="VisualShaderNodeScalarConstant" id=7]
constant = 1.0
[sub_resource type="VisualShaderNodeScalarConstant" id=8]
constant = 0.5
[sub_resource type="VisualShaderNodeScalarConstant" id=9]
constant = 0.5
[sub_resource type="VisualShaderNodeInput" id=10]
input_name = "time"
[sub_resource type="VisualShaderNodeScalarUniform" id=11]
uniform_name = "Speed"
[sub_resource type="VisualShaderNodeScalarFunc" id=12]
function = 28
[sub_resource type="VisualShaderNodeScalarOp" id=13]
default_input_values = [ 0, 0.0, 1, 20.0 ]
operator = 4
[sub_resource type="VisualShaderNodeScalarOp" id=14]
default_input_values = [ 0, 0.0, 1, 20.0 ]
operator = 3
[sub_resource type="VisualShaderNodeScalarOp" id=15]
default_input_values = [ 0, 0.0, 1, 4.0 ]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=16]
output_port_for_preview = 0
input_name = "uv"
[resource]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform float Speed;
uniform sampler2D NormalMap : hint_normal;
void vertex() {
// Output:0
}
void fragment() {
// Color:16
vec3 n_out16p0 = vec3(0.690196, 0.690196, 0.690196);
float n_out16p1 = 1.000000;
// Scalar:17
float n_out17p0 = 1.000000;
// Scalar:19
float n_out19p0 = 0.500000;
// Scalar:18
float n_out18p0 = 0.500000;
// Input:6
vec3 n_out6p0 = vec3(UV, 0.0);
// VectorDecompose:12
float n_out12p0 = n_out6p0.x;
float n_out12p1 = n_out6p0.y;
float n_out12p2 = n_out6p0.z;
// Input:2
float n_out2p0 = TIME;
// ScalarUniform:20
float n_out20p0 = Speed;
// ScalarFunc:21
float n_out21p0 = 1.0 / (n_out20p0);
// ScalarOp:3
float n_out3p0 = mod(n_out2p0, n_out21p0);
// ScalarOp:4
float n_out4p0 = n_out3p0 / n_out21p0;
// ScalarOp:5
float n_in5p1 = 4.00000;
float n_out5p0 = n_out4p0 * n_in5p1;
// ScalarOp:13
float n_out13p0 = n_out12p0 - n_out5p0;
// ScalarOp:15
float n_out15p0 = n_out12p1 + n_out4p0;
// VectorCompose:14
float n_in14p2 = 0.00000;
vec3 n_out14p0 = vec3(n_out13p0, n_out15p0, n_in14p2);
// TextureUniform:10
vec3 n_out10p0;
float n_out10p1;
{
vec4 n_tex_read = texture(NormalMap, n_out14p0.xy);
n_out10p0 = n_tex_read.rgb;
n_out10p1 = n_tex_read.a;
}
// Output:0
ALBEDO = n_out16p0;
METALLIC = n_out17p0;
ROUGHNESS = n_out19p0;
SPECULAR = n_out18p0;
NORMALMAP = n_out10p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 68.2962, -89.5 )
nodes/fragment/0/position = Vector2( 1680, 40 )
nodes/fragment/2/node = SubResource( 10 )
nodes/fragment/2/position = Vector2( 80, 80 )
nodes/fragment/3/node = SubResource( 13 )
nodes/fragment/3/position = Vector2( 380, 360 )
nodes/fragment/4/node = SubResource( 14 )
nodes/fragment/4/position = Vector2( 580, 360 )
nodes/fragment/5/node = SubResource( 15 )
nodes/fragment/5/position = Vector2( 780, 240 )
nodes/fragment/6/node = SubResource( 16 )
nodes/fragment/6/position = Vector2( 540, 0 )
nodes/fragment/10/node = SubResource( 1 )
nodes/fragment/10/position = Vector2( 1400, 300 )
nodes/fragment/12/node = SubResource( 2 )
nodes/fragment/12/position = Vector2( 740, 0 )
nodes/fragment/13/node = SubResource( 3 )
nodes/fragment/13/position = Vector2( 980, 220 )
nodes/fragment/14/node = SubResource( 4 )
nodes/fragment/14/position = Vector2( 1180, 300 )
nodes/fragment/15/node = SubResource( 5 )
nodes/fragment/15/position = Vector2( 980, 340 )
nodes/fragment/16/node = SubResource( 6 )
nodes/fragment/16/position = Vector2( 1460, 0 )
nodes/fragment/17/node = SubResource( 7 )
nodes/fragment/17/position = Vector2( 1400, 80 )
nodes/fragment/18/node = SubResource( 8 )
nodes/fragment/18/position = Vector2( 1400, 200 )
nodes/fragment/19/node = SubResource( 9 )
nodes/fragment/19/position = Vector2( 1400, 140 )
nodes/fragment/20/node = SubResource( 11 )
nodes/fragment/20/position = Vector2( 80, 0 )
nodes/fragment/21/node = SubResource( 12 )
nodes/fragment/21/position = Vector2( 280, 0 )
nodes/fragment/connections = PoolIntArray( 2, 0, 3, 0, 3, 0, 4, 0, 4, 0, 5, 0, 6, 0, 12, 0, 12, 0, 13, 0, 5, 0, 13, 1, 13, 0, 14, 0, 12, 1, 15, 0, 4, 0, 15, 1, 15, 0, 14, 1, 14, 0, 10, 0, 10, 0, 0, 8, 16, 0, 0, 0, 17, 0, 0, 2, 18, 0, 0, 4, 19, 0, 0, 3, 20, 0, 21, 0, 21, 0, 3, 1, 21, 0, 4, 1 )