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Illusion.tscn
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Illusion.tscn
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[gd_scene load_steps=87 format=2]
[ext_resource path="res://60fps image sequence export.gd" type="Script" id=1]
[sub_resource type="CylinderMesh" id=1]
height = 16.0
rings = 128
[sub_resource type="VisualShaderNodeScalarFunc" id=2]
function = 31
[sub_resource type="VisualShaderNodeScalarOp" id=3]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 5
[sub_resource type="Gradient" id=4]
[sub_resource type="GradientTexture" id=5]
gradient = SubResource( 4 )
[sub_resource type="VisualShaderNodeTexture" id=6]
texture = SubResource( 5 )
[sub_resource type="VisualShaderNodeInput" id=7]
input_name = "uv"
[sub_resource type="OpenSimplexNoise" id=8]
period = 43.9
persistence = 1.0
[sub_resource type="NoiseTexture" id=9]
seamless = true
noise = SubResource( 8 )
[sub_resource type="VisualShaderNodeTexture" id=10]
texture = SubResource( 9 )
[sub_resource type="Gradient" id=11]
colors = PoolColorArray( 0.00830078, 0.0664063, 0, 1, 0.0781555, 0.769531, 0, 1 )
[sub_resource type="GradientTexture" id=12]
gradient = SubResource( 11 )
[sub_resource type="VisualShaderNodeTexture" id=13]
texture = SubResource( 12 )
[sub_resource type="VisualShaderNodeVectorOp" id=14]
operator = 2
[sub_resource type="OpenSimplexNoise" id=15]
period = 30.4
[sub_resource type="NoiseTexture" id=16]
seamless = true
noise = SubResource( 15 )
[sub_resource type="VisualShaderNodeTexture" id=17]
texture = SubResource( 16 )
[sub_resource type="Gradient" id=18]
offsets = PoolRealArray( 0, 0.238994, 0.245283, 0.45283, 0.465409, 0.660377 )
colors = PoolColorArray( 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1 )
[sub_resource type="GradientTexture" id=19]
gradient = SubResource( 18 )
[sub_resource type="VisualShaderNodeTexture" id=20]
texture = SubResource( 19 )
[sub_resource type="VisualShaderNodeScalarOp" id=21]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=22]
input_name = "uv"
[sub_resource type="Gradient" id=23]
offsets = PoolRealArray( 0.0691824, 0.0880503 )
[sub_resource type="GradientTexture" id=24]
gradient = SubResource( 23 )
[sub_resource type="VisualShaderNodeTexture" id=25]
texture = SubResource( 24 )
[sub_resource type="VisualShaderNodeVectorInterp" id=26]
[sub_resource type="VisualShaderNodeScalarOp" id=27]
default_input_values = [ 0, 0.0, 1, 1.5 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=28]
function = 15
[sub_resource type="VisualShaderNodeScalarFunc" id=29]
function = 31
[sub_resource type="VisualShaderNodeScalarOp" id=30]
[sub_resource type="VisualShaderNodeScalarOp" id=31]
operator = 2
[sub_resource type="VisualShaderNodeScalarOp" id=32]
default_input_values = [ 0, 0.0, 1, 1.0 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=33]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 3, 1, 0 ) ]
operator = 2
[sub_resource type="OpenSimplexNoise" id=34]
[sub_resource type="NoiseTexture" id=35]
seamless = true
noise = SubResource( 34 )
[sub_resource type="VisualShaderNodeTexture" id=36]
texture = SubResource( 35 )
[sub_resource type="VisualShaderNodeVectorDecompose" id=37]
[sub_resource type="Gradient" id=38]
colors = PoolColorArray( 0, 0, 0, 1, 0.0742188, 0.033499, 0.0156555, 1 )
[sub_resource type="GradientTexture" id=39]
gradient = SubResource( 38 )
[sub_resource type="VisualShaderNodeTexture" id=40]
texture = SubResource( 39 )
[sub_resource type="Gradient" id=41]
offsets = PoolRealArray( 0.314815, 0.327161, 0.338, 0.338 )
colors = PoolColorArray( 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1 )
[sub_resource type="GradientTexture" id=42]
gradient = SubResource( 41 )
[sub_resource type="VisualShaderNodeTexture" id=43]
texture = SubResource( 42 )
[sub_resource type="VisualShaderNodeScalarOp" id=44]
operator = 2
[sub_resource type="Gradient" id=45]
offsets = PoolRealArray( 0, 0.257862, 0.296296, 0.427673, 0.512346, 0.666667, 0.685185, 0.867925, 1 )
colors = PoolColorArray( 1, 1, 1, 1, 0.421875, 0.421875, 0.421875, 1, 0.222656, 0.222656, 0.222656, 1, 1, 1, 1, 1, 0.101563, 0.101563, 0.101563, 1, 1, 1, 1, 1, 0.207031, 0.207031, 0.207031, 1, 1, 1, 1, 1, 0.144531, 0.144531, 0.144531, 1 )
[sub_resource type="GradientTexture" id=46]
gradient = SubResource( 45 )
[sub_resource type="VisualShaderNodeTexture" id=47]
texture = SubResource( 46 )
[sub_resource type="VisualShaderNodeScalarFunc" id=48]
function = 15
[sub_resource type="VisualShaderNodeScalarFunc" id=49]
function = 31
[sub_resource type="VisualShaderNodeScalarOp" id=50]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=51]
function = 31
[sub_resource type="VisualShaderNodeScalarOp" id=52]
default_input_values = [ 0, 0.0, 1, 3.0 ]
operator = 5
[sub_resource type="VisualShaderNodeVectorOp" id=53]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0, 5 ) ]
operator = 1
[sub_resource type="VisualShaderNodeVectorOp" id=54]
operator = 2
[sub_resource type="VisualShaderNodeInput" id=55]
input_name = "normal"
[sub_resource type="VisualShaderNodeVectorOp" id=56]
[sub_resource type="VisualShaderNodeVectorOp" id=57]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1, 1, 1 ) ]
operator = 2
[sub_resource type="Curve" id=58]
min_value = -1.0
max_value = 3.0
_data = [ Vector2( 0, -1 ), 0.0, 2.6, 0, 1, Vector2( 1, 1.6 ), 2.6, 0.0, 1, 0 ]
[sub_resource type="CurveTexture" id=59]
curve = SubResource( 58 )
[sub_resource type="VisualShaderNodeTexture" id=60]
texture = SubResource( 59 )
[sub_resource type="VisualShaderNodeVectorDecompose" id=61]
[sub_resource type="VisualShaderNodeScalarOp" id=62]
default_input_values = [ 0, 0.0, 1, 9.0 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=63]
function = 17
[sub_resource type="VisualShaderNodeInput" id=64]
input_name = "uv"
[sub_resource type="VisualShaderNodeCompare" id=65]
output_port_for_preview = 0
default_input_values = [ 0, 0.0, 1, 0.18, 2, 0.05 ]
[sub_resource type="VisualShaderNodeVectorOp" id=66]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 1.7, 0 ) ]
operator = 1
[sub_resource type="VisualShaderNodeVectorScalarMix" id=67]
[sub_resource type="VisualShaderNodeScalarOp" id=68]
default_input_values = [ 0, 0.0, 1, 4.0 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=69]
function = 15
[sub_resource type="VisualShaderNodeVectorInterp" id=70]
[sub_resource type="VisualShaderNodeVectorOp" id=71]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 3.5, 0 ) ]
operator = 1
[sub_resource type="VisualShaderNodeVectorOp" id=72]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1.1, 1.3, 1.1 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorInterp" id=73]
[sub_resource type="VisualShaderNodeInput" id=74]
input_name = "vertex"
[sub_resource type="VisualShaderNodeVectorDecompose" id=75]
[sub_resource type="VisualShaderNodeScalarUniform" id=76]
uniform_name = "morph"
[sub_resource type="VisualShaderNodeScalarFunc" id=77]
function = 15
[sub_resource type="VisualShaderNodeScalarOp" id=78]
default_input_values = [ 0, 0.0, 1, 1.5 ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=79]
function = 31
[sub_resource type="VisualShaderNodeVectorScalarMix" id=80]
[sub_resource type="VisualShaderNodeInput" id=81]
input_name = "vertex"
[sub_resource type="VisualShaderNodeInput" id=82]
input_name = "vertex"
[sub_resource type="VisualShader" id=83]
code = "shader_type spatial;
render_mode depth_draw_alpha_prepass, specular_schlick_ggx, unshaded;
uniform sampler2D tex_vtx_16;
uniform float morph;
uniform sampler2D tex_frg_29;
uniform sampler2D tex_frg_30;
uniform sampler2D tex_frg_14;
uniform sampler2D tex_frg_15;
uniform sampler2D tex_frg_4;
uniform sampler2D tex_frg_12;
uniform sampler2D tex_frg_17;
uniform sampler2D tex_frg_18;
uniform sampler2D tex_frg_20;
uniform sampler2D tex_frg_31;
void vertex() {
// Input:8
vec3 n_out8p0 = VERTEX;
// VectorOp:10
vec3 n_in10p1 = vec3(0.00000, 0.00000, 5.00000);
vec3 n_out10p0 = n_out8p0 - n_in10p1;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:3
float n_out3p0 = n_out2p0.x;
float n_out3p1 = n_out2p0.y;
float n_out3p2 = n_out2p0.z;
// ScalarOp:18
float n_in18p1 = 9.00000;
float n_out18p0 = n_out3p1 * n_in18p1;
// ScalarFunc:19
float n_out19p0 = fract(n_out18p0);
// Texture:16
vec4 tex_vtx_16_read = texture(tex_vtx_16, vec3(n_out19p0).xy);
vec3 n_out16p0 = tex_vtx_16_read.rgb;
float n_out16p1 = tex_vtx_16_read.a;
// VectorDecompose:17
float n_out17p0 = n_out16p0.x;
float n_out17p1 = n_out16p0.y;
float n_out17p2 = n_out16p0.z;
// Input:13
vec3 n_out13p0 = NORMAL;
// VectorOp:15
vec3 n_in15p1 = vec3(1.00000, 1.00000, 1.00000);
vec3 n_out15p0 = n_out13p0 * n_in15p1;
// VectorOp:12
vec3 n_out12p0 = vec3(n_out17p0) * n_out15p0;
// Input:9
vec3 n_out9p0 = VERTEX;
// VectorOp:14
vec3 n_out14p0 = n_out12p0 + n_out9p0;
// VectorOp:21
vec3 n_in21p1 = vec3(0.00000, 1.70000, 0.00000);
vec3 n_out21p0 = n_out14p0 - n_in21p1;
// Compare:20
float n_in20p1 = 0.18000;
float n_in20p2 = 0.05000;
bool n_out20p0 = (abs(n_out3p1 - n_in20p1) < n_in20p2);
// VectorScalarMix:22
vec3 n_out22p0 = mix(n_out14p0, n_out21p0, n_out20p0 ? 1.0 : 0.0);
// VectorOp:26
vec3 n_in26p1 = vec3(0.00000, 3.50000, 0.00000);
vec3 n_out26p0 = n_out22p0 - n_in26p1;
// ScalarOp:23
float n_in23p1 = 4.00000;
float n_out23p0 = n_out3p1 * n_in23p1;
// ScalarFunc:24
float n_out24p0 = round(n_out23p0);
// VectorMix:25
vec3 n_out25p0 = mix(n_out26p0, n_out22p0, vec3(n_out24p0));
// VectorOp:27
vec3 n_in27p1 = vec3(1.10000, 1.30000, 1.10000);
vec3 n_out27p0 = n_out25p0 * n_in27p1;
// ScalarOp:5
float n_in5p1 = 1.50000;
float n_out5p0 = n_out3p1 * n_in5p1;
// ScalarFunc:4
float n_out4p0 = round(n_out5p0);
// ScalarFunc:6
float n_out6p0 = 1.0 - n_out4p0;
// VectorScalarMix:7
vec3 n_out7p0 = mix(n_out10p0, n_out27p0, n_out6p0);
// Input:29
vec3 n_out29p0 = VERTEX;
// ScalarUniform:30
float n_out30p0 = morph;
// VectorMix:28
vec3 n_out28p0 = mix(n_out7p0, n_out29p0, vec3(n_out30p0));
// Output:0
VERTEX = n_out28p0;
}
void fragment() {
// Input:13
vec3 n_out13p0 = vec3(UV, 0.0);
// VectorOp:28
vec3 n_in28p1 = vec3(3.00000, 1.00000, 0.00000);
vec3 n_out28p0 = n_out13p0 * n_in28p1;
// Texture:29
vec4 tex_frg_29_read = texture(tex_frg_29, n_out28p0.xy);
vec3 n_out29p0 = tex_frg_29_read.rgb;
float n_out29p1 = tex_frg_29_read.a;
// Texture:30
vec4 tex_frg_30_read = texture(tex_frg_30, n_out29p0.xy);
vec3 n_out30p0 = tex_frg_30_read.rgb;
float n_out30p1 = tex_frg_30_read.a;
// Texture:14
vec4 tex_frg_14_read = texture(tex_frg_14, n_out13p0.xy);
vec3 n_out14p0 = tex_frg_14_read.rgb;
float n_out14p1 = tex_frg_14_read.a;
// Texture:15
vec4 tex_frg_15_read = texture(tex_frg_15, n_out14p0.xy);
vec3 n_out15p0 = tex_frg_15_read.rgb;
float n_out15p1 = tex_frg_15_read.a;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:3
float n_out3p0 = n_out2p0.x;
float n_out3p1 = n_out2p0.y;
float n_out3p2 = n_out2p0.z;
// ScalarOp:22
float n_in22p1 = 1.50000;
float n_out22p0 = n_out3p1 * n_in22p1;
// ScalarFunc:23
float n_out23p0 = round(n_out22p0);
// ScalarFunc:24
float n_out24p0 = 1.0 - n_out23p0;
// VectorMix:21
vec3 n_out21p0 = mix(n_out30p0, n_out15p0, vec3(n_out24p0));
// ScalarOp:7
float n_in7p1 = 2.00000;
float n_out7p0 = n_out3p1 * n_in7p1;
// Texture:4
vec4 tex_frg_4_read = texture(tex_frg_4, vec3(n_out7p0).xy);
vec3 n_out4p0 = tex_frg_4_read.rgb;
float n_out4p1 = tex_frg_4_read.a;
// ScalarFunc:8
float n_out8p0 = 1.0 - dot(n_out4p0, vec3(0.333333, 0.333333, 0.333333));
// ScalarOp:9
float n_in9p1 = 3.00000;
float n_out9p0 = pow(n_out8p0, n_in9p1);
// ScalarFunc:10
float n_out10p0 = 1.0 - n_out9p0;
// ScalarOp:11
float n_in11p1 = 2.00000;
float n_out11p0 = pow(n_out10p0, n_in11p1);
// Texture:12
vec4 tex_frg_12_read = texture(tex_frg_12, vec3(n_out11p0).xy);
vec3 n_out12p0 = tex_frg_12_read.rgb;
float n_out12p1 = tex_frg_12_read.a;
// VectorOp:16
vec3 n_out16p0 = n_out21p0 * n_out12p0;
// ScalarFunc:5
float n_out5p0 = round(n_out3p1);
// ScalarFunc:6
float n_out6p0 = 1.0 - n_out5p0;
// Texture:17
vec4 tex_frg_17_read = texture(tex_frg_17, UV.xy);
vec3 n_out17p0 = tex_frg_17_read.rgb;
float n_out17p1 = tex_frg_17_read.a;
// ScalarOp:27
float n_in27p1 = 1.00000;
float n_out27p0 = dot(n_out17p0, vec3(0.333333, 0.333333, 0.333333)) * n_in27p1;
// Texture:18
vec4 tex_frg_18_read = texture(tex_frg_18, vec3(n_out7p0).xy);
vec3 n_out18p0 = tex_frg_18_read.rgb;
float n_out18p1 = tex_frg_18_read.a;
// ScalarOp:19
float n_out19p0 = n_out27p0 * dot(n_out18p0, vec3(0.333333, 0.333333, 0.333333));
// Texture:20
vec4 tex_frg_20_read = texture(tex_frg_20, vec3(n_out19p0).xy);
vec3 n_out20p0 = tex_frg_20_read.rgb;
float n_out20p1 = tex_frg_20_read.a;
// ScalarOp:25
float n_out25p0 = n_out23p0 + dot(n_out20p0, vec3(0.333333, 0.333333, 0.333333));
// ScalarOp:26
float n_out26p0 = n_out6p0 * n_out25p0;
// Texture:31
vec4 tex_frg_31_read = texture(tex_frg_31, vec3(n_out3p1).xy);
vec3 n_out31p0 = tex_frg_31_read.rgb;
float n_out31p1 = tex_frg_31_read.a;
// ScalarOp:32
float n_out32p0 = n_out26p0 * dot(n_out31p0, vec3(0.333333, 0.333333, 0.333333));
// Output:0
ALBEDO = n_out16p0;
ALPHA = n_out32p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 1671.61, 307.509 )
modes/depth_draw = 3
flags/unshaded = true
nodes/vertex/0/position = Vector2( 2260, 340 )
nodes/vertex/2/node = SubResource( 64 )
nodes/vertex/2/position = Vector2( -600, 120 )
nodes/vertex/3/node = SubResource( 75 )
nodes/vertex/3/position = Vector2( -400, 100 )
nodes/vertex/4/node = SubResource( 77 )
nodes/vertex/4/position = Vector2( 510.497, 79.2 )
nodes/vertex/5/node = SubResource( 78 )
nodes/vertex/5/position = Vector2( 310.497, 39.2 )
nodes/vertex/6/node = SubResource( 79 )
nodes/vertex/6/position = Vector2( 690.497, 59.2 )
nodes/vertex/7/node = SubResource( 80 )
nodes/vertex/7/position = Vector2( 1860, 320 )
nodes/vertex/8/node = SubResource( 81 )
nodes/vertex/8/position = Vector2( 520, 140 )
nodes/vertex/9/node = SubResource( 82 )
nodes/vertex/9/position = Vector2( 580, 380 )
nodes/vertex/10/node = SubResource( 53 )
nodes/vertex/10/position = Vector2( 820, 120 )
nodes/vertex/12/node = SubResource( 54 )
nodes/vertex/12/position = Vector2( 566.391, 269.333 )
nodes/vertex/13/node = SubResource( 55 )
nodes/vertex/13/position = Vector2( 80, 380 )
nodes/vertex/14/node = SubResource( 56 )
nodes/vertex/14/position = Vector2( 811.391, 307.333 )
nodes/vertex/15/node = SubResource( 57 )
nodes/vertex/15/position = Vector2( 300, 320 )
nodes/vertex/16/node = SubResource( 60 )
nodes/vertex/16/position = Vector2( 140, 120 )
nodes/vertex/17/node = SubResource( 61 )
nodes/vertex/17/position = Vector2( 320, 200 )
nodes/vertex/18/node = SubResource( 62 )
nodes/vertex/18/position = Vector2( -200, 160 )
nodes/vertex/19/node = SubResource( 63 )
nodes/vertex/19/position = Vector2( -40, 180 )
nodes/vertex/20/node = SubResource( 65 )
nodes/vertex/20/position = Vector2( 740, 420 )
nodes/vertex/21/node = SubResource( 66 )
nodes/vertex/21/position = Vector2( 1000, 380 )
nodes/vertex/22/node = SubResource( 67 )
nodes/vertex/22/position = Vector2( 1180, 340 )
nodes/vertex/23/node = SubResource( 68 )
nodes/vertex/23/position = Vector2( 980, 500 )
nodes/vertex/24/node = SubResource( 69 )
nodes/vertex/24/position = Vector2( 1171.7, 537.391 )
nodes/vertex/25/node = SubResource( 70 )
nodes/vertex/25/position = Vector2( 1540, 400 )
nodes/vertex/26/node = SubResource( 71 )
nodes/vertex/26/position = Vector2( 1360, 380 )
nodes/vertex/27/node = SubResource( 72 )
nodes/vertex/27/position = Vector2( 1700, 360 )
nodes/vertex/28/node = SubResource( 73 )
nodes/vertex/28/position = Vector2( 2100, 340 )
nodes/vertex/29/node = SubResource( 74 )
nodes/vertex/29/position = Vector2( 1900, 420 )
nodes/vertex/30/node = SubResource( 76 )
nodes/vertex/30/position = Vector2( 1880, 500 )
nodes/vertex/connections = PoolIntArray( 2, 0, 3, 0, 3, 1, 5, 0, 5, 0, 4, 0, 4, 0, 6, 0, 6, 0, 7, 2, 8, 0, 10, 0, 10, 0, 7, 0, 12, 0, 14, 0, 9, 0, 14, 1, 13, 0, 15, 0, 15, 0, 12, 1, 17, 0, 12, 0, 3, 1, 18, 0, 18, 0, 19, 0, 19, 0, 16, 0, 16, 0, 17, 0, 3, 1, 20, 0, 14, 0, 21, 0, 20, 0, 22, 2, 14, 0, 22, 0, 21, 0, 22, 1, 3, 1, 23, 0, 23, 0, 24, 0, 24, 0, 25, 2, 22, 0, 26, 0, 22, 0, 25, 1, 26, 0, 25, 0, 25, 0, 27, 0, 27, 0, 7, 1, 7, 0, 28, 0, 29, 0, 28, 1, 30, 0, 28, 2, 28, 0, 0, 0 )
nodes/fragment/0/position = Vector2( 2880, 20 )
nodes/fragment/2/node = SubResource( 22 )
nodes/fragment/2/position = Vector2( -20, 120 )
nodes/fragment/3/node = SubResource( 37 )
nodes/fragment/3/position = Vector2( 176, 109 )
nodes/fragment/4/node = SubResource( 47 )
nodes/fragment/4/position = Vector2( 660, -40 )
nodes/fragment/5/node = SubResource( 48 )
nodes/fragment/5/position = Vector2( 460, 160 )
nodes/fragment/6/node = SubResource( 49 )
nodes/fragment/6/position = Vector2( 660, 180 )
nodes/fragment/7/node = SubResource( 50 )
nodes/fragment/7/position = Vector2( 460, 40 )
nodes/fragment/8/node = SubResource( 51 )
nodes/fragment/8/position = Vector2( 846.227, 63.9336 )
nodes/fragment/9/node = SubResource( 52 )
nodes/fragment/9/position = Vector2( 1060, 40 )
nodes/fragment/10/node = SubResource( 2 )
nodes/fragment/10/position = Vector2( 1233.32, 80.9336 )
nodes/fragment/11/node = SubResource( 3 )
nodes/fragment/11/position = Vector2( 1440, 40 )
nodes/fragment/12/node = SubResource( 6 )
nodes/fragment/12/position = Vector2( 1655.15, 78.9336 )
nodes/fragment/13/node = SubResource( 7 )
nodes/fragment/13/position = Vector2( 1120, -100 )
nodes/fragment/14/node = SubResource( 10 )
nodes/fragment/14/position = Vector2( 1460, -220 )
nodes/fragment/15/node = SubResource( 13 )
nodes/fragment/15/position = Vector2( 1640, -120 )
nodes/fragment/16/node = SubResource( 14 )
nodes/fragment/16/position = Vector2( 2520, -20 )
nodes/fragment/17/node = SubResource( 17 )
nodes/fragment/17/position = Vector2( 1000, 140 )
nodes/fragment/18/node = SubResource( 20 )
nodes/fragment/18/position = Vector2( 1140, 380 )
nodes/fragment/19/node = SubResource( 21 )
nodes/fragment/19/position = Vector2( 1433.49, 362.31 )
nodes/fragment/20/node = SubResource( 25 )
nodes/fragment/20/position = Vector2( 2020, 180 )
nodes/fragment/21/node = SubResource( 26 )
nodes/fragment/21/position = Vector2( 2360, -40 )
nodes/fragment/22/node = SubResource( 27 )
nodes/fragment/22/position = Vector2( 1000, -220 )
nodes/fragment/23/node = SubResource( 28 )
nodes/fragment/23/position = Vector2( 1640, -200 )
nodes/fragment/24/node = SubResource( 29 )
nodes/fragment/24/position = Vector2( 1940, -40 )
nodes/fragment/25/node = SubResource( 30 )
nodes/fragment/25/position = Vector2( 2240, 140 )
nodes/fragment/26/node = SubResource( 31 )
nodes/fragment/26/position = Vector2( 2440, 100 )
nodes/fragment/27/node = SubResource( 32 )
nodes/fragment/27/position = Vector2( 1220, 260 )
nodes/fragment/28/node = SubResource( 33 )
nodes/fragment/28/position = Vector2( 1420, -340 )
nodes/fragment/29/node = SubResource( 36 )
nodes/fragment/29/position = Vector2( 1760, -400 )
nodes/fragment/30/node = SubResource( 40 )
nodes/fragment/30/position = Vector2( 2100, -220 )
nodes/fragment/31/node = SubResource( 43 )
nodes/fragment/31/position = Vector2( 2420, 220 )
nodes/fragment/32/node = SubResource( 44 )
nodes/fragment/32/position = Vector2( 2654.46, 143.371 )
nodes/fragment/connections = PoolIntArray( 2, 0, 3, 0, 3, 1, 5, 0, 5, 0, 6, 0, 3, 1, 7, 0, 7, 0, 4, 0, 4, 0, 8, 0, 8, 0, 9, 0, 9, 0, 10, 0, 10, 0, 11, 0, 11, 0, 12, 0, 13, 0, 14, 0, 14, 0, 15, 0, 12, 0, 16, 1, 7, 0, 18, 0, 18, 0, 19, 1, 19, 0, 20, 0, 3, 1, 22, 0, 22, 0, 23, 0, 23, 0, 24, 0, 24, 0, 21, 2, 23, 0, 25, 0, 20, 0, 25, 1, 25, 0, 26, 1, 17, 0, 27, 0, 27, 0, 19, 0, 6, 0, 26, 0, 13, 0, 28, 0, 28, 0, 29, 0, 29, 0, 30, 0, 30, 0, 21, 0, 15, 0, 21, 1, 21, 0, 16, 0, 3, 1, 31, 0, 26, 0, 32, 0, 31, 0, 32, 1, 32, 0, 0, 1, 16, 0, 0, 0 )
[sub_resource type="ShaderMaterial" id=84]
shader = SubResource( 83 )
shader_param/morph = 0.0
[sub_resource type="Animation" id=85]
resource_name = "New Anim"
length = 3.0
tracks/0/type = "value"
tracks/0/path = NodePath("MeshInstance:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.5, 2 ),
"transitions": PoolRealArray( 1, 0.5, 1 ),
"update": 0,
"values": [ Vector3( 0, 0, 0 ), Vector3( 0, 0, 0 ), Vector3( 0, 360, 0 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("MeshInstance:material/0:shader_param/morph")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 2.7, 3 ),
"transitions": PoolRealArray( 1, 0.517632, 1 ),
"update": 0,
"values": [ 0.0, 0.0, 1.0 ]
}
[node name="Illusion" type="Spatial"]
script = ExtResource( 1 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 )
material/0 = SubResource( 84 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 17.633 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
"anims/New Anim" = SubResource( 85 )