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Glitch + Geometric.tscn
119 lines (89 loc) · 3.16 KB
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Glitch + Geometric.tscn
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[gd_scene load_steps=12 format=2]
[ext_resource path="res://60fps image sequence export.gd" type="Script" id=1]
[sub_resource type="CubeMesh" id=1]
subdivide_width = 32
subdivide_height = 32
subdivide_depth = 32
[sub_resource type="VisualShaderNodeInput" id=2]
input_name = "vertex"
[sub_resource type="VisualShaderNodeVectorFunc" id=3]
[sub_resource type="VisualShaderNodeInput" id=4]
input_name = "vertex"
[sub_resource type="VisualShaderNodeVectorScalarMix" id=5]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1, 1, 1 ), 2, 100.0 ]
[sub_resource type="VisualShaderNodeVectorFunc" id=6]
function = 28
[sub_resource type="VisualShaderNodeScalarUniform" id=7]
uniform_name = "ScalarUniform"
[sub_resource type="VisualShader" id=8]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform float ScalarUniform;
void vertex() {
// Input:2
vec3 n_out2p0 = VERTEX;
// VectorFunc:3
vec3 n_out3p0 = normalize(n_out2p0);
// Input:5
vec3 n_out5p0 = VERTEX;
// ScalarUniform:8
float n_out8p0 = ScalarUniform;
// VectorScalarMix:6
vec3 n_out6p0 = mix(n_out3p0, n_out5p0, n_out8p0);
// VectorFunc:7
vec3 n_out7p0 = sin(n_out6p0);
// Output:0
VERTEX = n_out7p0;
}
void fragment() {
// Output:0
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 317.903, 65.0725 )
nodes/vertex/0/position = Vector2( 960, 120 )
nodes/vertex/2/node = SubResource( 2 )
nodes/vertex/2/position = Vector2( 205.3, 182.072 )
nodes/vertex/3/node = SubResource( 3 )
nodes/vertex/3/position = Vector2( 389.3, 203.072 )
nodes/vertex/5/node = SubResource( 4 )
nodes/vertex/5/position = Vector2( 240, 280 )
nodes/vertex/6/node = SubResource( 5 )
nodes/vertex/6/position = Vector2( 580, 200 )
nodes/vertex/7/node = SubResource( 6 )
nodes/vertex/7/position = Vector2( 780, 180 )
nodes/vertex/8/node = SubResource( 7 )
nodes/vertex/8/position = Vector2( 340, 340 )
nodes/vertex/connections = PoolIntArray( 2, 0, 3, 0, 3, 0, 6, 0, 5, 0, 6, 1, 6, 0, 7, 0, 8, 0, 6, 2, 7, 0, 0, 0 )
[sub_resource type="ShaderMaterial" id=9]
shader = SubResource( 8 )
shader_param/ScalarUniform = 1.0
[sub_resource type="Animation" id=10]
resource_name = "New Anim"
length = 6.0
tracks/0/type = "value"
tracks/0/path = NodePath(".:material/0:shader_param/ScalarUniform")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 1.6, 2, 3.6, 4, 5.1, 5.7, 6 ),
"transitions": PoolRealArray( -2, 1, -2, 1, 0.517632, 1, 0.5, 1 ),
"update": 0,
"values": [ 1.0, -100.0, -100.0, 100.0, 100.0, 0.0, 0.0, 1.0 ]
}
[node name="glitchgeometric" type="MeshInstance"]
mesh = SubResource( 1 )
material/0 = SubResource( 9 )
script = ExtResource( 1 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.432729, -0.901003, -0.030651, -0.847089, -0.394729, -0.35585, 0.308523, 0.179951, -0.93404, 0, 0, 0 )
visible = false
light_energy = 0.39
[node name="Camera" type="Camera" parent="."]
transform = Transform( 0.941923, 0.103381, -0.319521, 0, 0.951439, 0.307838, 0.33583, -0.28996, 0.896182, -1.46969, 1.7038, 4.94163 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
"anims/New Anim" = SubResource( 10 )