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Copy pathplayer_emission.tres
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player_emission.tres
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[gd_resource type="ShaderMaterial" load_steps=14 format=2]
[ext_resource path="res://sprites/Player.png" type="Texture" id=1]
[ext_resource path="res://sprites/Player_Emission_Attack.png" type="Texture" id=2]
[ext_resource path="res://sprites/Player_Emission_Necklace.png" type="Texture" id=3]
[sub_resource type="VisualShaderNodeColorUniform" id=1]
uniform_name = "attack_color"
[sub_resource type="VisualShaderNodeVectorOp" id=2]
[sub_resource type="VisualShaderNodeVectorOp" id=3]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=4]
texture = ExtResource( 1 )
[sub_resource type="VisualShaderNodeVectorOp" id=5]
[sub_resource type="VisualShaderNodeTexture" id=6]
texture = ExtResource( 3 )
[sub_resource type="VisualShaderNodeColorUniform" id=7]
uniform_name = "necklace_color"
[sub_resource type="VisualShaderNodeVectorOp" id=8]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=9]
texture = ExtResource( 2 )
[sub_resource type="VisualShader" id=10]
code = "shader_type canvas_item;
uniform sampler2D tex_frg_2;
uniform sampler2D tex_frg_6;
uniform vec4 necklace_color : hint_color;
uniform sampler2D tex_frg_9;
uniform vec4 attack_color : hint_color;
void vertex() {
// Output:0
}
void fragment() {
// Texture:2
vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy);
vec3 n_out2p0 = tex_frg_2_read.rgb;
float n_out2p1 = tex_frg_2_read.a;
// Texture:6
vec4 tex_frg_6_read = texture(tex_frg_6, UV.xy);
vec3 n_out6p0 = tex_frg_6_read.rgb;
float n_out6p1 = tex_frg_6_read.a;
// ColorUniform:7
vec3 n_out7p0 = necklace_color.rgb;
float n_out7p1 = necklace_color.a;
// VectorOp:8
vec3 n_out8p0 = n_out6p0 * n_out7p0;
// VectorOp:5
vec3 n_out5p0 = n_out2p0 + n_out8p0;
// Texture:9
vec4 tex_frg_9_read = texture(tex_frg_9, UV.xy);
vec3 n_out9p0 = tex_frg_9_read.rgb;
float n_out9p1 = tex_frg_9_read.a;
// ColorUniform:11
vec3 n_out11p0 = attack_color.rgb;
float n_out11p1 = attack_color.a;
// VectorOp:13
vec3 n_out13p0 = n_out9p0 * n_out11p0;
// VectorOp:12
vec3 n_out12p0 = n_out5p0 + n_out13p0;
// Output:0
COLOR.rgb = n_out12p0;
COLOR.a = n_out2p1;
}
void light() {
// Output:0
}
"
custom_defines = ""
graph_offset = Vector2( -80, 135.262 )
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2( 1100, 280 )
nodes/fragment/2/node = SubResource( 4 )
nodes/fragment/2/position = Vector2( 200, 120 )
nodes/fragment/5/node = SubResource( 5 )
nodes/fragment/5/position = Vector2( 600, 300 )
nodes/fragment/6/node = SubResource( 6 )
nodes/fragment/6/position = Vector2( 200, 360 )
nodes/fragment/7/node = SubResource( 7 )
nodes/fragment/7/position = Vector2( 20, 360 )
nodes/fragment/8/node = SubResource( 8 )
nodes/fragment/8/position = Vector2( 420, 420 )
nodes/fragment/9/node = SubResource( 9 )
nodes/fragment/9/position = Vector2( 240, 620 )
nodes/fragment/11/node = SubResource( 1 )
nodes/fragment/11/position = Vector2( 20, 600 )
nodes/fragment/12/node = SubResource( 2 )
nodes/fragment/12/position = Vector2( 840, 340 )
nodes/fragment/13/node = SubResource( 3 )
nodes/fragment/13/position = Vector2( 600, 620 )
nodes/fragment/connections = PoolIntArray( 2, 1, 0, 1, 2, 0, 5, 0, 7, 0, 8, 1, 6, 0, 8, 0, 8, 0, 5, 1, 5, 0, 12, 0, 9, 0, 13, 0, 11, 0, 13, 1, 13, 0, 12, 1, 12, 0, 0, 0 )
[resource]
shader = SubResource( 10 )
shader_param/necklace_color = Color( 0.18, 3.5, 3.75, 1 )
shader_param/attack_color = Color( 0.18, 3.5, 3.75, 1 )