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Space tessaract.tres
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[gd_resource type="VisualShader" load_steps=78 format=3 uid="uid://c87knhtrvfi0x"]
[ext_resource type="Texture2D" uid="uid://babcusgilmoyl" path="res://Space.png" id="1_2emui"]
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_g6vkb"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_pu3l4"]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_n2o65"]
constant = 0.262
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_myffa"]
parameter_name = "Texture2DParameter3"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_if1lt"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_htdic"]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_1ld07"]
constant = -0.488
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_p3ys5"]
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, Quaternion(0.5, 0.5, 0.5, 0.5)]
op_type = 5
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_thto8"]
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, Quaternion(0.5, 0.5, 0.5, 0.5)]
op_type = 5
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_o2cpe"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_vrn4k"]
default_input_values = [0, Quaternion(0, 0, 0, 0)]
op_type = 2
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_i642b"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_xqneo"]
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_6p3k8"]
op_type = 0
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_nj7mo"]
op_type = 0
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_lpxs3"]
op_type = 0
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_5poog"]
input_name = "vertex"
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_6sc7p"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_xce4t"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_vx20j"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_351ni"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_nfsid"]
input_name = "inv_view_matrix"
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_2bve6"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_rotwc"]
input_name = "uv"
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_jw6s3"]
function = 0
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_jyh4i"]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_6b520"]
function = 0
[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_7ngs3"]
default_input_values = [1, -1.0, 2, 1.0, 3, 0.0, 4, 1.0]
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_6wpcl"]
constant = -1.571
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_t0p4h"]
constant = 4.713
[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_1hjtc"]
default_input_values = [1, -1.0, 2, 1.0, 3, 0.0, 4, 1.0]
[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_bi570"]
default_input_values = [1, -1.0, 2, 1.0, 3, 1.0, 4, 0.0]
[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_q36i4"]
default_input_values = [1, -1.0, 2, 1.0, 3, 0.0, 4, 1.0]
[sub_resource type="VisualShaderNodeVaryingGetter" id="VisualShaderNodeVaryingGetter_3ln86"]
varying_name = "Normal"
varying_type = 4
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_6qu5w"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ejmbt"]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_2hn7q"]
constant = 0.465
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_eyyty"]
parameter_name = "Texture2DParameter"
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_ob57t"]
default_input_values = [0, Vector3(0, 0, 0)]
port_type = 4
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_7nxci"]
input_name = "camera_direction_world"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_estt1"]
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_2dm8k"]
parameter_name = "Texture2DParameter2"
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_t0n7u"]
default_input_values = [0, Vector3(1, 1, 1), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_0txbr"]
default_input_values = [0, Quaternion(0, 0, 0, 0)]
op_type = 2
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_xdepb"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1)]
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[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_hojpg"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
op_type = 0
[sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_kir35"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_f38nq"]
default_input_values = [0, 0.0, 1, 3.0]
operator = 2
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_gc1kl"]
default_input_values = [0, Vector3(0, 0, 0)]
port_type = 4
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_4a0f7"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_d88qy"]
constant = Color(0, 1, 0.0999999, 1)
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_jsviu"]
constant = Color(0, 0, 1, 1)
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_pou42"]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_5e0u4"]
constant = -0.122
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_crrvj"]
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_33vea"]
default_input_values = [0, Vector3(0, 0, 0)]
port_type = 4
[sub_resource type="VisualShaderNodeVectorDistance" id="VisualShaderNodeVectorDistance_yo8ke"]
[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_efup5"]
default_input_values = [0, Vector3(0, 0, 0)]
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[sub_resource type="VisualShaderNodeReroute" id="VisualShaderNodeReroute_sv45h"]
default_input_values = [0, Vector3(0, 0, 0)]
port_type = 4
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_0bwvs"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0.5, 0.5, 0.5)]
op_type = 3
[sub_resource type="VisualShaderNodeMultiplyAdd" id="VisualShaderNodeMultiplyAdd_kxdwu"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(1, 1, 1), 2, Vector3(0, 0, 0)]
op_type = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_nqasq"]
constant = 0.413
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_oa0n4"]
constant = -0.794
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_chjcf"]
default_input_values = [0, 0.0, 1, 1.375]
operator = 5
[sub_resource type="VisualShaderNodeClamp" id="VisualShaderNodeClamp_rfp2t"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_32rlr"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0.215, 0.375, 0.385)]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_jqncw"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_boqmn"]
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_l0is8"]
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op_type = 0
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_3o5ur"]
source = 5
texture = ExtResource("1_2emui")
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_o7vks"]
input_name = "normal"
[sub_resource type="VisualShaderNodeVaryingSetter" id="VisualShaderNodeVaryingSetter_gxgjj"]
varying_name = "Normal"
varying_type = 4
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_rufch"]
input_name = "model_matrix"
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_0uviq"]
operator = 2
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_toon, specular_schlick_ggx, unshaded;
// Varyings
varying vec3 var_Normal;
varying vec3 var_Worldpos;
uniform sampler2D Texture2DParameter;
uniform sampler2D Texture2DParameter3;
uniform sampler2D Texture2DParameter2;
void vertex() {
// Input:4
mat4 n_out4p0 = MODEL_MATRIX;
// Input:2
vec3 n_out2p0 = NORMAL;
// TransformVectorMult:5
vec3 n_out5p0 = (n_out4p0 * vec4(n_out2p0, 0.0)).xyz;
// VaryingSetter:3
var_Normal = n_out5p0;
var_Worldpos = vec3(0.0);
}
void fragment() {
// Input:3
mat4 n_out3p0 = INV_VIEW_MATRIX;
// Input:2
vec3 n_out2p0 = VERTEX;
// TransformVectorMult:4
vec3 n_out4p0 = (n_out3p0 * vec4(n_out2p0, 1.0)).xyz;
// FloatConstant:81
float n_out81p0 = -0.122000;
// VectorOp:80
vec3 n_out80p0 = n_out4p0 * vec3(n_out81p0);
// Input:56
vec3 n_out56p0 = CAMERA_DIRECTION_WORLD;
// VectorOp:58
vec3 n_out58p0 = n_out80p0 + n_out56p0;
// Reroute:55
vec3 n_out55p0 = n_out58p0;
// FloatConstant:53
float n_out53p0 = 0.465000;
// VectorOp:52
vec3 n_out52p0 = n_out55p0 * vec3(n_out53p0);
// VectorDecompose:16
float n_out16p0 = n_out52p0.x;
float n_out16p1 = n_out52p0.y;
float n_out16p2 = n_out52p0.z;
// VectorCompose:19
vec2 n_out19p0 = vec2(n_out16p0, n_out16p2);
vec4 n_out22p0;
// Texture2D:22
n_out22p0 = texture(Texture2DParameter, n_out19p0);
// VectorCompose:17
vec2 n_out17p0 = vec2(n_out16p0, n_out16p1);
vec4 n_out14p0;
// Texture2D:14
n_out14p0 = texture(Texture2DParameter, n_out17p0);
// VectorCompose:18
vec2 n_out18p0 = vec2(n_out16p1, n_out16p2);
vec4 n_out21p0;
// Texture2D:21
n_out21p0 = texture(Texture2DParameter, n_out18p0);
// VaryingGetter:50
vec3 n_out50p0 = var_Normal;
// VectorDecompose:51
float n_out51p0 = n_out50p0.x;
float n_out51p1 = n_out50p0.y;
float n_out51p2 = n_out50p0.z;
// FloatConstant:44
float n_out44p0 = -1.571000;
// FloatConstant:45
float n_out45p0 = 4.713000;
float n_out48p0;
// Remap:48
float n_in48p1 = -1.00000;
float n_in48p2 = 1.00000;
{
float __input_range = n_in48p2 - n_in48p1;
float __output_range = n_out45p0 - n_out44p0;
n_out48p0 = n_out44p0 + __output_range * ((n_out51p0 - n_in48p1) / __input_range);
}
// FloatFunc:41
float n_out41p0 = sin(n_out48p0);
float n_out47p0;
// Remap:47
float n_in47p1 = -1.00000;
float n_in47p2 = 1.00000;
float n_in47p3 = 1.00000;
float n_in47p4 = 0.00000;
{
float __input_range = n_in47p2 - n_in47p1;
float __output_range = n_in47p4 - n_in47p3;
n_out47p0 = n_in47p3 + __output_range * ((n_out41p0 - n_in47p1) / __input_range);
}
// Mix:20
vec3 n_out20p0 = mix(vec3(n_out14p0.xyz), vec3(n_out21p0.xyz), vec3(n_out47p0));
float n_out43p0;
// Remap:43
float n_in43p1 = -1.00000;
float n_in43p2 = 1.00000;
{
float __input_range = n_in43p2 - n_in43p1;
float __output_range = n_out45p0 - n_out44p0;
n_out43p0 = n_out44p0 + __output_range * ((n_out51p1 - n_in43p1) / __input_range);
}
// FloatFunc:39
float n_out39p0 = sin(n_out43p0);
float n_out46p0;
// Remap:46
float n_in46p1 = -1.00000;
float n_in46p2 = 1.00000;
float n_in46p3 = 0.00000;
float n_in46p4 = 1.00000;
{
float __input_range = n_in46p2 - n_in46p1;
float __output_range = n_in46p4 - n_in46p3;
n_out46p0 = n_in46p3 + __output_range * ((n_out39p0 - n_in46p1) / __input_range);
}
// Mix:23
vec3 n_out23p0 = mix(vec3(n_out22p0.xyz), n_out20p0, vec3(n_out46p0));
// FloatConstant:106
float n_out106p0 = -0.488000;
// VectorOp:105
vec3 n_out105p0 = n_out4p0 * vec3(n_out106p0);
// VectorOp:104
vec3 n_out104p0 = n_out105p0 + n_out56p0;
// FloatConstant:102
float n_out102p0 = 0.262000;
// VectorOp:101
vec3 n_out101p0 = n_out104p0 * vec3(n_out102p0);
// VectorDecompose:95
float n_out95p0 = n_out101p0.x;
float n_out95p1 = n_out101p0.y;
float n_out95p2 = n_out101p0.z;
// VectorCompose:98
vec2 n_out98p0 = vec2(n_out95p0, n_out95p2);
vec4 n_out100p0;
// Texture2D:100
n_out100p0 = texture(Texture2DParameter3, n_out98p0);
// VectorCompose:96
vec2 n_out96p0 = vec2(n_out95p0, n_out95p1);
vec4 n_out94p0;
// Texture2D:94
n_out94p0 = texture(Texture2DParameter3, n_out96p0);
// VectorCompose:97
vec2 n_out97p0 = vec2(n_out95p1, n_out95p2);
vec4 n_out99p0;
// Texture2D:99
n_out99p0 = texture(Texture2DParameter3, n_out97p0);
// Mix:107
vec4 n_out107p0 = mix(n_out94p0, n_out99p0, vec4(n_out47p0));
// Mix:108
vec4 n_out108p0 = mix(n_out100p0, n_out107p0, vec4(n_out46p0));
// VectorDecompose:110
float n_out110p0 = n_out108p0.x;
float n_out110p1 = n_out108p0.y;
float n_out110p2 = n_out108p0.z;
float n_out110p3 = n_out108p0.w;
// Mix:109
vec3 n_out109p0 = mix(n_out23p0, vec3(n_out108p0.xyz), vec3(n_out110p3));
// VectorOp:93
vec3 n_in93p1 = vec3(0.21500, 0.37500, 0.38500);
vec3 n_out93p0 = n_out109p0 * n_in93p1;
// Reroute:86
vec3 n_out86p0 = n_out4p0;
// Reroute:85
vec3 n_out85p0 = n_out86p0;
// Distance:84
vec3 n_in84p1 = vec3(0.00000, 0.00000, 0.00000);
float n_out84p0 = distance(n_out85p0, n_in84p1);
// FloatConstant:89
float n_out89p0 = 0.413000;
// FloatConstant:90
float n_out90p0 = -0.794000;
// MultiplyAdd:88
vec3 n_out88p0 = (vec3(n_out84p0) * vec3(n_out89p0)) + vec3(n_out90p0);
// FloatOp:91
float n_in91p1 = 1.37500;
float n_out91p0 = pow(n_out88p0.x, n_in91p1);
// Clamp:92
float n_in92p1 = 0.00000;
float n_in92p2 = 1.00000;
float n_out92p0 = clamp(n_out91p0, n_in92p1, n_in92p2);
// Mix:87
vec3 n_out87p0 = mix(n_out93p0, n_out109p0, vec3(n_out92p0));
// Reroute:83
vec3 n_out83p0 = n_out87p0;
// Reroute:76
vec3 n_out76p0 = n_out83p0;
// ColorConstant:78
vec4 n_out78p0 = vec4(0.000000, 1.000000, 0.100000, 1.000000);
// ColorConstant:79
vec4 n_out79p0 = vec4(0.000000, 0.000000, 1.000000, 1.000000);
// Fresnel:69
float n_in69p3 = 1.00000;
float n_out69p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in69p3);
// Reroute:82
float n_out82p0 = n_out69p0;
// Mix:77
vec3 n_out77p0 = mix(vec3(n_out78p0.xyz), vec3(n_out79p0.xyz), vec3(n_out82p0));
// FloatOp:75
float n_in75p1 = 3.00000;
float n_out75p0 = n_out82p0 * n_in75p1;
// Input:35
vec2 n_out35p0 = UV;
// VectorOp:68
vec2 n_in68p1 = vec2(0.00000, 0.00000);
vec2 n_out68p0 = n_out35p0 + n_in68p1;
vec4 n_out33p0;
// Texture2D:33
n_out33p0 = texture(Texture2DParameter2, n_out68p0);
// VectorDecompose:64
float n_out64p0 = n_out33p0.x;
float n_out64p1 = n_out33p0.y;
float n_out64p2 = n_out33p0.z;
float n_out64p3 = n_out33p0.w;
// VectorOp:67
vec3 n_out67p0 = vec3(n_out75p0) * vec3(n_out64p3);
// Mix:63
vec3 n_out63p0 = mix(n_out76p0, n_out77p0, n_out67p0);
// Output:0
ALBEDO = n_out63p0;
}
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