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Biome.tscn
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Biome.tscn
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[gd_scene load_steps=107 format=2]
[ext_resource path="res://addons/shaderV/rgba/noise/worley2d.gd" type="Script" id=1]
[ext_resource path="res://addons/shaderV/rgba/noise/worley3d.gd" type="Script" id=2]
[ext_resource path="res://60fps image sequence export.gd" type="Script" id=3]
[sub_resource type="PlaneMesh" id=1]
subdivide_width = 256
subdivide_depth = 256
[sub_resource type="Gradient" id=2]
offsets = PoolRealArray( 0, 0.0819672, 0.1606, 0.163934, 0.344262, 0.373771 )
colors = PoolColorArray( 0.195313, 0, 0, 1, 1, 1, 1, 1, 0.078125, 0.078125, 0.078125, 1, 0.0507813, 0.0507813, 0.0507813, 1, 0.222656, 0.222656, 0.222656, 1, 1, 1, 1, 1 )
[sub_resource type="GradientTexture" id=3]
gradient = SubResource( 2 )
[sub_resource type="VisualShaderNodeTexture" id=4]
texture = SubResource( 3 )
[sub_resource type="OpenSimplexNoise" id=5]
period = 70.9
[sub_resource type="NoiseTexture" id=6]
noise = SubResource( 5 )
[sub_resource type="VisualShaderNodeTexture" id=7]
texture = SubResource( 6 )
[sub_resource type="Gradient" id=8]
offsets = PoolRealArray( 0.388889, 0.404321 )
[sub_resource type="GradientTexture" id=9]
gradient = SubResource( 8 )
[sub_resource type="VisualShaderNodeTexture" id=10]
texture = SubResource( 9 )
[sub_resource type="Gradient" id=11]
offsets = PoolRealArray( 0.511828, 0.55243, 0.554987, 0.576017, 0.61242, 0.638116, 0.642398, 0.688172 )
colors = PoolColorArray( 0, 0, 0, 0, 0.179688, 0.179688, 0.179688, 1, 0, 0.682353, 0.670588, 1, 0, 1, 0.976471, 1, 0, 1, 0.976471, 1, 0, 0.682353, 0.670588, 1, 0.195313, 0.195313, 0.195313, 1, 0.403922, 0.180392, 0, 0 )
[sub_resource type="GradientTexture" id=12]
gradient = SubResource( 11 )
[sub_resource type="VisualShaderNodeTexture" id=13]
texture = SubResource( 12 )
[sub_resource type="VisualShaderNodeVectorInterp" id=14]
[sub_resource type="VisualShaderNodeCustom" id=15]
default_input_values = [ 1, Vector3( 0, 0, 0 ), 2, 5, 3, 1 ]
script = ExtResource( 1 )
[sub_resource type="VisualShaderNodeInput" id=16]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeInput" id=17]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=18]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 10, 10, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeScalarOp" id=19]
default_input_values = [ 0, 0.0, 1, 4.0 ]
operator = 5
[sub_resource type="VisualShaderNodeScalarOp" id=20]
default_input_values = [ 0, 0.0, 1, 0.4 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorInterp" id=21]
[sub_resource type="VisualShaderNodeVectorOp" id=22]
[sub_resource type="Gradient" id=23]
offsets = PoolRealArray( 0.550538, 0.554987, 0.576017, 0.63871, 0.645161 )
colors = PoolColorArray( 0, 0, 0, 0, 0, 0.682353, 0.670588, 1, 0, 1, 0.976471, 1, 0, 1, 0.976471, 1, 0.403922, 0.180392, 0, 0 )
[sub_resource type="GradientTexture" id=24]
gradient = SubResource( 23 )
[sub_resource type="VisualShaderNodeTexture" id=25]
texture = SubResource( 24 )
[sub_resource type="VisualShaderNodeCustom" id=26]
default_input_values = [ 1, Vector3( 0, 0, 0 ), 2, 5, 3, 1, 4, 0 ]
script = ExtResource( 2 )
[sub_resource type="VisualShaderNodeVectorLen" id=27]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeInput" id=28]
input_name = "time"
[sub_resource type="VisualShaderNodeVectorInterp" id=29]
output_port_for_preview = 0
[sub_resource type="OpenSimplexNoise" id=30]
period = 5.1
persistence = 1.0
[sub_resource type="NoiseTexture" id=31]
noise = SubResource( 30 )
[sub_resource type="VisualShaderNodeTexture" id=32]
texture = SubResource( 31 )
[sub_resource type="Gradient" id=33]
offsets = PoolRealArray( 0.576017, 0.639, 0.639676, 0.684211, 0.720648 )
colors = PoolColorArray( 0.192157, 0.192157, 0.192157, 0, 1, 1, 1, 0, 0.277344, 0.277344, 0.277344, 1, 0.898438, 0.898438, 0.898438, 1, 0.907792, 0.907792, 0.907792, 1 )
[sub_resource type="GradientTexture" id=34]
gradient = SubResource( 33 )
[sub_resource type="VisualShaderNodeTexture" id=35]
texture = SubResource( 34 )
[sub_resource type="VisualShaderNodeVectorOp" id=36]
operator = 2
[sub_resource type="Gradient" id=37]
colors = PoolColorArray( 0.238281, 0.217804, 0, 1, 1, 0.926514, 0.328125, 1 )
[sub_resource type="GradientTexture" id=38]
gradient = SubResource( 37 )
[sub_resource type="VisualShaderNodeTexture" id=39]
texture = SubResource( 38 )
[sub_resource type="VisualShaderNodeVectorOp" id=40]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1.3, 1.3, 1.3 ) ]
operator = 5
[sub_resource type="VisualShaderNodeVectorOp" id=41]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 4, 3, 3 ) ]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=42]
input_name = "uv"
[sub_resource type="VisualShaderNodeCustom" id=43]
default_input_values = [ 1, Vector3( 0, 0, 0 ), 2, 5, 3, 1 ]
script = ExtResource( 1 )
[sub_resource type="VisualShaderNodeVectorOp" id=44]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.25, 0.85, 0 ) ]
operator = 1
[sub_resource type="Gradient" id=45]
offsets = PoolRealArray( 0, 0.165992, 0.465587 )
colors = PoolColorArray( 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0 )
[sub_resource type="GradientTexture" id=46]
gradient = SubResource( 45 )
[sub_resource type="VisualShaderNodeTexture" id=47]
output_port_for_preview = 0
texture = SubResource( 46 )
[sub_resource type="VisualShaderNodeVectorInterp" id=48]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeScalarOp" id=49]
operator = 2
[sub_resource type="Gradient" id=50]
offsets = PoolRealArray( 0, 0.145749, 1 )
colors = PoolColorArray( 0, 0.101563, 0.00634766, 1, 0, 0.234375, 0.0146484, 1, 0.171875, 1, 0, 1 )
[sub_resource type="GradientTexture" id=51]
gradient = SubResource( 50 )
[sub_resource type="VisualShaderNodeTexture" id=52]
texture = SubResource( 51 )
[sub_resource type="VisualShaderNodeVectorOp" id=53]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 2, 2, 0 ) ]
operator = 2
[sub_resource type="Gradient" id=54]
offsets = PoolRealArray( 0.757085, 0.781377 )
[sub_resource type="GradientTexture" id=55]
gradient = SubResource( 54 )
[sub_resource type="VisualShaderNodeTexture" id=56]
texture = SubResource( 55 )
[sub_resource type="OpenSimplexNoise" id=57]
period = 68.8
[sub_resource type="NoiseTexture" id=58]
noise = SubResource( 57 )
[sub_resource type="VisualShaderNodeTexture" id=59]
texture = SubResource( 58 )
[sub_resource type="VisualShaderNodeScalarOp" id=60]
default_input_values = [ 0, 0.0, 1, 0.15 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=61]
[sub_resource type="Gradient" id=62]
offsets = PoolRealArray( 0, 0.081761, 0.339623 )
colors = PoolColorArray( 0.515625, 0.515625, 0.515625, 1, 1, 1, 1, 1, 0, 0, 0, 1 )
[sub_resource type="GradientTexture" id=63]
gradient = SubResource( 62 )
[sub_resource type="VisualShaderNodeTexture" id=64]
texture = SubResource( 63 )
[sub_resource type="VisualShaderNodeScalarClamp" id=65]
[sub_resource type="VisualShaderNodeVectorOp" id=66]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0.7, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=67]
[sub_resource type="VisualShaderNodeInput" id=68]
input_name = "vertex"
[sub_resource type="VisualShaderNodeInput" id=69]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorLen" id=70]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeVectorOp" id=71]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.25, 0.85, 0 ) ]
operator = 1
[sub_resource type="VisualShaderNodeTexture" id=72]
texture = SubResource( 6 )
[sub_resource type="VisualShaderNodeScalarOp" id=73]
default_input_values = [ 0, 0.0, 1, 0.15 ]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=74]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=75]
[sub_resource type="VisualShaderNodeTexture" id=76]
texture = SubResource( 9 )
[sub_resource type="VisualShaderNodeVectorOp" id=77]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0.02, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=78]
[sub_resource type="Gradient" id=79]
offsets = PoolRealArray( 0.503226, 0.550321, 0.554604, 0.576017, 0.61242, 0.638116, 0.642398, 0.690323 )
colors = PoolColorArray( 0, 0, 0, 0, 0.328125, 0.328125, 0.328125, 1, 0, 0.682353, 0.670588, 1, 0, 1, 0.976471, 1, 0, 1, 0.976471, 1, 0, 0.682353, 0.670588, 1, 0.329412, 0.329412, 0.329412, 1, 0.402344, 0.179169, 0, 0 )
[sub_resource type="GradientTexture" id=80]
gradient = SubResource( 79 )
[sub_resource type="VisualShaderNodeTexture" id=81]
texture = SubResource( 80 )
[sub_resource type="VisualShaderNodeVectorOp" id=82]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, -0.08, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=83]
[sub_resource type="VisualShaderNodeCustom" id=84]
default_input_values = [ 1, Vector3( 0, 0, 0 ), 2, 5, 3, 1 ]
script = ExtResource( 1 )
[sub_resource type="VisualShaderNodeVectorLen" id=85]
output_port_for_preview = 0
[sub_resource type="Gradient" id=86]
offsets = PoolRealArray( 0, 0.0283401, 0.0566802, 0.109312, 0.129555, 0.206478 )
colors = PoolColorArray( 0.953125, 0.953125, 0.953125, 1, 0.9375, 0.9375, 0.9375, 1, 0.933594, 0.933594, 0.933594, 1, 0.734375, 0.734375, 0.734375, 1, 0, 0, 0, 1, 0, 0, 0, 0 )
[sub_resource type="GradientTexture" id=87]
gradient = SubResource( 86 )
[sub_resource type="VisualShaderNodeTexture" id=88]
output_port_for_preview = 0
texture = SubResource( 87 )
[sub_resource type="VisualShaderNodeVectorOp" id=89]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 2, 2, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=90]
input_name = "uv"
[sub_resource type="VisualShaderNodeScalarOp" id=91]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=92]
texture = SubResource( 55 )
[sub_resource type="VisualShaderNodeVectorOp" id=93]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0.15, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=94]
[sub_resource type="VisualShaderNodeVectorOp" id=95]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.25, 0.85, 0 ) ]
operator = 1
[sub_resource type="VisualShaderNodeTexture" id=96]
texture = SubResource( 58 )
[sub_resource type="VisualShaderNodeScalarOp" id=97]
default_input_values = [ 0, 0.0, 1, 0.15 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=98]
[sub_resource type="VisualShaderNodeTexture" id=99]
texture = SubResource( 63 )
[sub_resource type="VisualShaderNodeScalarOp" id=100]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 5
[sub_resource type="VisualShader" id=101]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform sampler2D tex_vtx_5;
uniform sampler2D tex_vtx_8;
uniform sampler2D tex_vtx_18;
uniform sampler2D tex_vtx_21;
uniform sampler2D tex_vtx_26;
uniform sampler2D tex_vtx_34;
uniform sampler2D tex_vtx_30;
uniform sampler2D tex_frg_11;
uniform sampler2D tex_frg_10;
uniform sampler2D tex_frg_14;
uniform sampler2D tex_frg_28;
uniform sampler2D tex_frg_33;
uniform sampler2D tex_frg_32;
uniform sampler2D tex_frg_35;
uniform sampler2D tex_frg_40;
uniform sampler2D tex_frg_43;
uniform sampler2D tex_frg_45;
// Worley2D
vec2 cellular2dNoiseFunc(vec2 P, float _jitter_w2d) {
float K = 0.142857142857; // 1/7
float Ko = 0.428571428571; // 3/7
vec2 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0;
vec2 Pf = fract(P);
vec3 oi = vec3(-1.0, 0.0, 1.0);
vec3 of = vec3(-0.5, 0.5, 1.5);
vec3 px = (34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)-floor((34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)*(1.0/289.0))* 289.0;
vec3 p = (34.0*(px.x+Pi.y+ oi)+1.0)*(px.x+Pi.y+ oi)-floor((34.0*(px.x+Pi.y+oi)+1.0)*(px.x+Pi.y+ oi)*(1.0/289.0))*289.0;
vec3 ox = fract(p*K) - Ko;
vec3 oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko;
vec3 dx = Pf.x + 0.5 + _jitter_w2d*ox;
vec3 dy = Pf.y - of + _jitter_w2d*oy;
vec3 d1 = dx * dx + dy * dy;
p = (34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)-floor((34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)*(1.0/289.0))*289.0;
ox = fract(p*K) - Ko;
oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko;
dx = Pf.x - 0.5 + _jitter_w2d*ox;
dy = Pf.y - of + _jitter_w2d*oy;
vec3 d2 = dx * dx + dy * dy;
p = (34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)-floor((34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)*(1.0/289.0))*289.0;
ox = fract(p*K) - Ko;
oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko;
dx = Pf.x - 1.5 + _jitter_w2d*ox;
dy = Pf.y - of + _jitter_w2d*oy;
vec3 d3 = dx * dx + dy * dy;
vec3 d1a = min(d1, d2);
d2 = max(d1, d2);
d2 = min(d2, d3);
d1 = min(d1a, d2);
d2 = max(d1a, d2);
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx;
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx;
d1.yz = min(d1.yz, d2.yz);
d1.y = min(d1.y, d1.z);
d1.y = min(d1.y, d2.x);
return sqrt(d1.xy);
}
void vertex() {
// Texture:5
vec4 tex_vtx_5_read = texture(tex_vtx_5, UV.xy);
vec3 n_out5p0 = tex_vtx_5_read.rgb;
float n_out5p1 = tex_vtx_5_read.a;
// ScalarOp:6
float n_in6p1 = 0.15000;
float n_out6p0 = dot(n_out5p0, vec3(0.333333, 0.333333, 0.333333)) * n_in6p1;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorOp:7
vec3 n_out7p0 = vec3(n_out6p0) + n_out2p0;
// VectorOp:4
vec3 n_in4p1 = vec3(0.25000, 0.85000, 0.00000);
vec3 n_out4p0 = n_out7p0 - n_in4p1;
// VectorLen:3
float n_out3p0 = length(n_out4p0);
// Texture:8
vec4 tex_vtx_8_read = texture(tex_vtx_8, vec3(n_out3p0).xy);
vec3 n_out8p0 = tex_vtx_8_read.rgb;
float n_out8p1 = tex_vtx_8_read.a;
// ScalarOp:9
float n_in9p1 = 2.00000;
float n_out9p0 = pow(dot(n_out8p0, vec3(0.333333, 0.333333, 0.333333)), n_in9p1);
// ScalarClamp:10
float n_in10p1 = 0.00000;
float n_in10p2 = 1.00000;
float n_out10p0 = clamp(n_out9p0, n_in10p1, n_in10p2);
// VectorOp:11
vec3 n_in11p1 = vec3(0.00000, 0.70000, 0.00000);
vec3 n_out11p0 = vec3(n_out10p0) * n_in11p1;
// Input:13
vec3 n_out13p0 = VERTEX;
// VectorOp:12
vec3 n_out12p0 = n_out11p0 + n_out13p0;
// Texture:18
vec4 tex_vtx_18_read = texture(tex_vtx_18, UV.xy);
vec3 n_out18p0 = tex_vtx_18_read.rgb;
float n_out18p1 = tex_vtx_18_read.a;
// ScalarOp:19
float n_in19p1 = 0.15000;
float n_out19p0 = dot(n_out18p0, vec3(0.333333, 0.333333, 0.333333)) * n_in19p1;
// Input:15
vec3 n_out15p0 = vec3(UV, 0.0);
// VectorOp:20
vec3 n_out20p0 = vec3(n_out19p0) + n_out15p0;
// VectorOp:17
vec3 n_in17p1 = vec3(0.25000, 0.85000, 0.00000);
vec3 n_out17p0 = n_out20p0 - n_in17p1;
// VectorLen:16
float n_out16p0 = length(n_out17p0);
// Texture:21
vec4 tex_vtx_21_read = texture(tex_vtx_21, vec3(n_out16p0).xy);
vec3 n_out21p0 = tex_vtx_21_read.rgb;
float n_out21p1 = tex_vtx_21_read.a;
// VectorOp:24
vec3 n_in24p1 = vec3(0.00000, 0.02000, 0.00000);
vec3 n_out24p0 = n_out21p0 * n_in24p1;
// VectorOp:25
vec3 n_out25p0 = n_out12p0 + n_out24p0;
// Texture:26
vec4 tex_vtx_26_read = texture(tex_vtx_26, vec3(n_out16p0).xy);
vec3 n_out26p0 = tex_vtx_26_read.rgb;
float n_out26p1 = tex_vtx_26_read.a;
// VectorOp:27
vec3 n_in27p1 = vec3(0.00000, -0.08000, 0.00000);
vec3 n_out27p0 = vec3(n_out26p1) * n_in27p1;
// VectorOp:28
vec3 n_out28p0 = n_out25p0 + n_out27p0;
// Texture:34
vec4 tex_vtx_34_read = texture(tex_vtx_34, vec3(n_out16p0).xy);
vec3 n_out34p0 = tex_vtx_34_read.rgb;
float n_out34p1 = tex_vtx_34_read.a;
// Input:32
vec3 n_out32p0 = vec3(UV, 0.0);
// VectorOp:31
vec3 n_in31p1 = vec3(2.00000, 2.00000, 0.00000);
vec3 n_out31p0 = n_out32p0 * n_in31p1;
// Worley2D:29
vec3 n_in29p1 = vec3(0.00000, 0.00000, 0.00000);
float n_in29p2 = 5.00000;
float n_in29p3 = 1.00000;
float n_out29p0;
float n_out29p1;
{
vec2 n_out29p0n_out29p1 = cellular2dNoiseFunc((n_out31p0.xy+n_in29p1.xy)*n_in29p2, min(max(n_in29p3, 0.0), 1.0));
n_out29p0 = n_out29p0n_out29p1.x;
n_out29p1 = n_out29p0n_out29p1.y;
}
// Texture:30
vec4 tex_vtx_30_read = texture(tex_vtx_30, vec3(n_out29p0).xy);
vec3 n_out30p0 = tex_vtx_30_read.rgb;
float n_out30p1 = tex_vtx_30_read.a;
// ScalarOp:33
float n_out33p0 = dot(n_out34p0, vec3(0.333333, 0.333333, 0.333333)) * dot(n_out30p0, vec3(0.333333, 0.333333, 0.333333));
// VectorOp:35
vec3 n_in35p1 = vec3(0.00000, 0.15000, 0.00000);
vec3 n_out35p0 = vec3(n_out33p0) * n_in35p1;
// VectorOp:36
vec3 n_out36p0 = n_out28p0 + n_out35p0;
// Output:0
VERTEX = n_out36p0;
}
void fragment() {
// Texture:11
vec4 tex_frg_11_read = texture(tex_frg_11, UV.xy);
vec3 n_out11p0 = tex_frg_11_read.rgb;
float n_out11p1 = tex_frg_11_read.a;
// ScalarOp:6
float n_in6p1 = 0.15000;
float n_out6p0 = dot(n_out11p0, vec3(0.333333, 0.333333, 0.333333)) * n_in6p1;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorOp:7
vec3 n_out7p0 = vec3(n_out6p0) + n_out2p0;
// VectorOp:4
vec3 n_in4p1 = vec3(0.25000, 0.85000, 0.00000);
vec3 n_out4p0 = n_out7p0 - n_in4p1;
// VectorLen:3
float n_out3p0 = length(n_out4p0);
// Texture:10
vec4 tex_frg_10_read = texture(tex_frg_10, vec3(n_out3p0).xy);
vec3 n_out10p0 = tex_frg_10_read.rgb;
float n_out10p1 = tex_frg_10_read.a;
// Texture:14
vec4 tex_frg_14_read = texture(tex_frg_14, vec3(n_out3p0).xy);
vec3 n_out14p0 = tex_frg_14_read.rgb;
float n_out14p1 = tex_frg_14_read.a;
// Input:20
vec3 n_out20p0 = vec3(UV, 0.0);
// VectorOp:21
vec3 n_in21p1 = vec3(10.00000, 10.00000, 0.00000);
vec3 n_out21p0 = n_out20p0 * n_in21p1;
// Worley2D:19
vec3 n_in19p1 = vec3(0.00000, 0.00000, 0.00000);
float n_in19p2 = 5.00000;
float n_in19p3 = 1.00000;
float n_out19p0;
float n_out19p1;
{
vec2 n_out19p0n_out19p1 = cellular2dNoiseFunc((n_out21p0.xy+n_in19p1.xy)*n_in19p2, min(max(n_in19p3, 0.0), 1.0));
n_out19p0 = n_out19p0n_out19p1.x;
n_out19p1 = n_out19p0n_out19p1.y;
}
// ScalarOp:22
float n_in22p1 = 4.00000;
float n_out22p0 = pow(n_out19p0, n_in22p1);
// ScalarOp:23
float n_in23p1 = 0.40000;
float n_out23p0 = n_out22p0 * n_in23p1;
// Texture:28
vec4 tex_frg_28_read = texture(tex_frg_28, vec3(n_out3p0).xy);
vec3 n_out28p0 = tex_frg_28_read.rgb;
float n_out28p1 = tex_frg_28_read.a;
// VectorMix:25
vec3 n_out25p0 = mix(n_out14p0, vec3(n_out23p0), vec3(n_out28p1));
// VectorOp:27
vec3 n_out27p0 = n_out25p0 + n_out14p0;
// VectorMix:15
vec3 n_out15p0 = mix(n_out10p0, n_out27p0, vec3(n_out14p1));
// Texture:33
vec4 tex_frg_33_read = texture(tex_frg_33, vec3(n_out3p0).xy);
vec3 n_out33p0 = tex_frg_33_read.rgb;
float n_out33p1 = tex_frg_33_read.a;
// Texture:32
vec4 tex_frg_32_read = texture(tex_frg_32, UV.xy);
vec3 n_out32p0 = tex_frg_32_read.rgb;
float n_out32p1 = tex_frg_32_read.a;
// Texture:35
vec4 tex_frg_35_read = texture(tex_frg_35, n_out32p0.xy);
vec3 n_out35p0 = tex_frg_35_read.rgb;
float n_out35p1 = tex_frg_35_read.a;
// VectorOp:34
vec3 n_out34p0 = n_out33p0 * n_out35p0;
// VectorOp:36
vec3 n_in36p1 = vec3(1.30000, 1.30000, 1.30000);
vec3 n_out36p0 = pow(n_out34p0, n_in36p1);
// VectorOp:37
vec3 n_in37p1 = vec3(4.00000, 3.00000, 3.00000);
vec3 n_out37p0 = n_out36p0 * n_in37p1;
// Input:38
vec3 n_out38p0 = vec3(UV, 0.0);
// VectorOp:44
vec3 n_in44p1 = vec3(2.00000, 2.00000, 0.00000);
vec3 n_out44p0 = n_out38p0 * n_in44p1;
// Worley2D:39
vec3 n_in39p1 = vec3(0.00000, 0.00000, 0.00000);
float n_in39p2 = 5.00000;
float n_in39p3 = 1.00000;
float n_out39p0;
float n_out39p1;
{
vec2 n_out39p0n_out39p1 = cellular2dNoiseFunc((n_out44p0.xy+n_in39p1.xy)*n_in39p2, min(max(n_in39p3, 0.0), 1.0));
n_out39p0 = n_out39p0n_out39p1.x;
n_out39p1 = n_out39p0n_out39p1.y;
}
// Texture:40
vec4 tex_frg_40_read = texture(tex_frg_40, vec3(n_out39p0).xy);
vec3 n_out40p0 = tex_frg_40_read.rgb;
float n_out40p1 = tex_frg_40_read.a;
// Texture:43
vec4 tex_frg_43_read = texture(tex_frg_43, n_out40p0.xy);
vec3 n_out43p0 = tex_frg_43_read.rgb;
float n_out43p1 = tex_frg_43_read.a;
// Texture:45
vec4 tex_frg_45_read = texture(tex_frg_45, vec3(n_out3p0).xy);
vec3 n_out45p0 = tex_frg_45_read.rgb;
float n_out45p1 = tex_frg_45_read.a;
// ScalarOp:42
float n_out42p0 = dot(n_out45p0, vec3(0.333333, 0.333333, 0.333333)) * n_out40p1;
// VectorMix:41
vec3 n_out41p0 = mix(n_out37p0, n_out43p0, vec3(n_out42p0));
// VectorMix:31
vec3 n_out31p0 = mix(n_out15p0, n_out41p0, vec3(n_out33p1));
// Output:0
ALBEDO = n_out31p0;
}
void light() {
// Output:0
}
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