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Space.tres
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operator = 2
[sub_resource type="VisualShaderNodeVectorDistance" id="VisualShaderNodeVectorDistance_flabe"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_abu7a"]
operator = 2
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_tcplc"]
input_name = "vertex"
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_o0qqo"]
[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 Texture2DParameter4;
uniform sampler2D Texture2DParameter;
uniform sampler2D Texture2DParameter3;
uniform bool Invert;
uniform sampler2D Texture2DParameter2;
void vertex() {
// Input:4
mat4 n_out4p0 = MODEL_MATRIX;
// TransformFunc:12
mat4 n_out12p0 = inverse(n_out4p0);
// Input:8
vec3 n_out8p0 = VERTEX;
// TransformVectorMult:9
vec3 n_out9p0 = (n_out4p0 * vec4(n_out8p0, 1.0)).xyz;
// Distance:6
vec3 n_in6p0 = vec3(0.00000, 0.00000, 0.00000);
float n_out6p0 = distance(n_in6p0, n_out9p0);
// FloatOp:14
float n_in14p1 = 0.85500;
float n_out14p0 = n_out6p0 + n_in14p1;
// FloatOp:13
float n_in13p1 = 0.27500;
float n_out13p0 = n_out14p0 * n_in13p1;
// Clamp:10
float n_in10p1 = 0.62000;
float n_in10p2 = 1.00000;
float n_out10p0 = clamp(n_out13p0, n_in10p1, n_in10p2);
// VectorOp:7
vec3 n_out7p0 = n_out9p0 * vec3(n_out10p0);
// TransformVectorMult:11
vec3 n_out11p0 = (n_out12p0 * vec4(n_out7p0, 1.0)).xyz;
// Output:0
VERTEX = n_out11p0;
// 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() {
// ColorConstant:130
vec4 n_out130p0 = vec4(0.001741, 0.000000, 0.539965, 1.000000);
// ColorConstant:131
vec4 n_out131p0 = vec4(0.274603, 0.246784, 0.095635, 1.000000);
// Input:128
vec2 n_out128p0 = UV;
vec4 n_out125p0;
// Texture2D:125
n_out125p0 = texture(Texture2DParameter4, n_out128p0);
// Fresnel:133
float n_in133p3 = 2.00000;
float n_out133p0 = pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in133p3);
// FloatOp:132
float n_out132p0 = n_out125p0.x * n_out133p0;
// Mix:129
vec3 n_out129p0 = mix(vec3(n_out130p0.xyz), vec3(n_out131p0.xyz), vec3(n_out132p0));
// VectorOp:138
vec3 n_out138p0 = n_out129p0 * vec3(n_out125p0.xyz);
// Fresnel:140
float n_in140p3 = 5.00000;
float n_out140p0 = pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in140p3);
// VectorOp:139
vec3 n_out139p0 = n_out138p0 * vec3(n_out140p0);
// 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 = -0.345000;
// VectorOp:105
vec3 n_out105p0 = n_out4p0 * vec3(n_out106p0);
// VectorOp:104
vec3 n_out104p0 = n_out105p0 + n_out56p0;
// FloatConstant:102
float n_out102p0 = 0.466000;
// 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(1.59500, 1.30500, 0.38500);
vec3 n_out93p0 = n_out109p0 * n_in93p1;
// ColorConstant:116
vec4 n_out116p0 = vec4(1.000000, 0.516667, 0.000000, 1.000000);
// VectorOp:117
vec3 n_out117p0 = vec3(n_out116p0.xyz) + n_out109p0;
// BooleanParameter:114
bool n_out114p0 = Invert;
// Mix:115
vec3 n_out115p0 = mix(n_out93p0, n_out117p0, vec3(n_out114p0 ? 1.0 : 0.0));
// 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 = 0.333000;
// FloatConstant:90
float n_out90p0 = -0.634000;
// MultiplyAdd:88
vec3 n_out88p0 = (vec3(n_out84p0) * vec3(n_out89p0)) + vec3(n_out90p0);
// FloatOp:91
float n_in91p1 = 1.94000;
float n_out91p0 = pow(n_out88p0.x, n_in91p1);
// FloatConstant:122
float n_out122p0 = 0.542000;
// FloatConstant:121
float n_out121p0 = -0.919000;
// MultiplyAdd:120
vec3 n_out120p0 = (vec3(n_out84p0) * vec3(n_out122p0)) + vec3(n_out121p0);
// FloatOp:119
float n_in119p1 = 1.00000;
float n_out119p0 = pow(n_out120p0.x, n_in119p1);
// Mix:118
vec3 n_out118p0 = mix(vec3(n_out91p0), vec3(n_out119p0), vec3(n_out114p0 ? 1.0 : 0.0));
// Clamp:92
float n_in92p1 = 0.00000;
float n_in92p2 = 1.00000;
float n_out92p0 = clamp(n_out118p0.x, n_in92p1, n_in92p2);
// Mix:87
vec3 n_out87p0 = mix(n_out115p0, 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);
// VectorOp:137
vec3 n_out137p0 = n_out139p0 + n_out63p0;
// Input:111
bool n_out111p0 = FRONT_FACING;
// FloatFunc:112
float n_out112p0 = 1.0 - (n_out111p0 ? 1.0 : 0.0);
// FloatConstant:124
float n_out124p0 = 1.000000;
int n_out113p0;
// Switch:113
if (n_out114p0) {
n_out113p0 = int(n_out112p0);
} else {
n_out113p0 = int(n_out124p0);
}
// FloatConstant:123
float n_out123p0 = 0.500000;
// Output:0
ALBEDO = n_out137p0;
ALPHA = float(n_out113p0);
ALPHA_SCISSOR_THRESHOLD = n_out123p0;
}
"
modes/cull = 2
modes/diffuse = 3
flags/unshaded = true
varyings/Normal = "0,4"
varyings/Worldpos = "0,4"
nodes/vertex/0/position = Vector2(1420, -160)
nodes/vertex/2/node = SubResource("VisualShaderNodeInput_o7vks")
nodes/vertex/2/position = Vector2(-820, 240)
nodes/vertex/3/node = SubResource("VisualShaderNodeVaryingSetter_gxgjj")
nodes/vertex/3/position = Vector2(-220, 320)
nodes/vertex/4/node = SubResource("VisualShaderNodeInput_rufch")
nodes/vertex/4/position = Vector2(-860, 80)
nodes/vertex/5/node = SubResource("VisualShaderNodeTransformVecMult_0uviq")
nodes/vertex/5/position = Vector2(-420, 180)
nodes/vertex/6/node = SubResource("VisualShaderNodeVectorDistance_flabe")
nodes/vertex/6/position = Vector2(-300, -40)
nodes/vertex/7/node = SubResource("VisualShaderNodeVectorOp_abu7a")
nodes/vertex/7/position = Vector2(660, -140)
nodes/vertex/8/node = SubResource("VisualShaderNodeInput_tcplc")
nodes/vertex/8/position = Vector2(-960, -380)
nodes/vertex/9/node = SubResource("VisualShaderNodeTransformVecMult_o0qqo")
nodes/vertex/9/position = Vector2(-340, -300)
nodes/vertex/10/node = SubResource("VisualShaderNodeClamp_pe1io")
nodes/vertex/10/position = Vector2(360, 80)
nodes/vertex/11/node = SubResource("VisualShaderNodeTransformVecMult_2grsw")
nodes/vertex/11/position = Vector2(880, -260)
nodes/vertex/12/node = SubResource("VisualShaderNodeTransformFunc_fq08m")
nodes/vertex/12/position = Vector2(-320, -460)
nodes/vertex/13/node = SubResource("VisualShaderNodeFloatOp_h5k44")
nodes/vertex/13/position = Vector2(180, 80)
nodes/vertex/14/node = SubResource("VisualShaderNodeFloatOp_nu67o")
nodes/vertex/14/position = Vector2(-20, 80)
nodes/vertex/connections = PackedInt32Array(4, 0, 5, 0, 2, 0, 5, 1, 5, 0, 3, 0, 8, 0, 9, 1, 4, 0, 9, 0, 9, 0, 6, 1, 9, 0, 7, 0, 7, 0, 11, 1, 12, 0, 11, 0, 4, 0, 12, 0, 10, 0, 7, 1, 13, 0, 10, 0, 6, 0, 14, 0, 14, 0, 13, 0, 11, 0, 0, 0)
nodes/fragment/0/position = Vector2(3380, -420)
nodes/fragment/2/node = SubResource("VisualShaderNodeInput_5poog")
nodes/fragment/2/position = Vector2(-4660, -700)
nodes/fragment/3/node = SubResource("VisualShaderNodeInput_nfsid")
nodes/fragment/3/position = Vector2(-4660, -800)
nodes/fragment/4/node = SubResource("VisualShaderNodeTransformVecMult_jyh4i")
nodes/fragment/4/position = Vector2(-4340, -800)
nodes/fragment/14/node = SubResource("VisualShaderNodeTexture_i642b")
nodes/fragment/14/position = Vector2(-1580, -960)
nodes/fragment/16/node = SubResource("VisualShaderNodeVectorDecompose_xqneo")
nodes/fragment/16/position = Vector2(-2360, -800)
nodes/fragment/17/node = SubResource("VisualShaderNodeVectorCompose_6p3k8")
nodes/fragment/17/position = Vector2(-1960, -800)
nodes/fragment/18/node = SubResource("VisualShaderNodeVectorCompose_nj7mo")
nodes/fragment/18/position = Vector2(-1960, -640)
nodes/fragment/19/node = SubResource("VisualShaderNodeVectorCompose_lpxs3")
nodes/fragment/19/position = Vector2(-1960, -1000)
nodes/fragment/20/node = SubResource("VisualShaderNodeMix_6sc7p")
nodes/fragment/20/position = Vector2(-1240, -600)
nodes/fragment/21/node = SubResource("VisualShaderNodeTexture_xce4t")
nodes/fragment/21/position = Vector2(-1580, -760)
nodes/fragment/22/node = SubResource("VisualShaderNodeTexture_vx20j")
nodes/fragment/22/position = Vector2(-1580, -1160)
nodes/fragment/23/node = SubResource("VisualShaderNodeMix_351ni")
nodes/fragment/23/position = Vector2(-1000, -660)
nodes/fragment/33/node = SubResource("VisualShaderNodeTexture_2bve6")
nodes/fragment/33/position = Vector2(520, -120)
nodes/fragment/35/node = SubResource("VisualShaderNodeInput_rotwc")
nodes/fragment/35/position = Vector2(-120, -340)
nodes/fragment/39/node = SubResource("VisualShaderNodeFloatFunc_jw6s3")
nodes/fragment/39/position = Vector2(-1780, -20)
nodes/fragment/41/node = SubResource("VisualShaderNodeFloatFunc_6b520")
nodes/fragment/41/position = Vector2(-1780, -240)
nodes/fragment/43/node = SubResource("VisualShaderNodeRemap_7ngs3")
nodes/fragment/43/position = Vector2(-1980, -20)
nodes/fragment/44/node = SubResource("VisualShaderNodeFloatConstant_6wpcl")
nodes/fragment/44/position = Vector2(-2400, -120)
nodes/fragment/45/node = SubResource("VisualShaderNodeFloatConstant_t0p4h")
nodes/fragment/45/position = Vector2(-2400, -20)
nodes/fragment/46/node = SubResource("VisualShaderNodeRemap_1hjtc")
nodes/fragment/46/position = Vector2(-1580, -20)
nodes/fragment/47/node = SubResource("VisualShaderNodeRemap_bi570")
nodes/fragment/47/position = Vector2(-1580, -240)
nodes/fragment/48/node = SubResource("VisualShaderNodeRemap_q36i4")
nodes/fragment/48/position = Vector2(-1980, -240)
nodes/fragment/50/node = SubResource("VisualShaderNodeVaryingGetter_3ln86")
nodes/fragment/50/position = Vector2(-2400, -220)
nodes/fragment/51/node = SubResource("VisualShaderNodeVectorDecompose_6qu5w")
nodes/fragment/51/position = Vector2(-2180, -260)
nodes/fragment/52/node = SubResource("VisualShaderNodeVectorOp_ejmbt")
nodes/fragment/52/position = Vector2(-2600, -740)
nodes/fragment/53/node = SubResource("VisualShaderNodeFloatConstant_2hn7q")
nodes/fragment/53/position = Vector2(-2840, -800)
nodes/fragment/54/node = SubResource("VisualShaderNodeTexture2DParameter_eyyty")
nodes/fragment/54/position = Vector2(-2060, -1460)
nodes/fragment/55/node = SubResource("VisualShaderNodeReroute_ob57t")
nodes/fragment/55/position = Vector2(-3380, -720)
nodes/fragment/56/node = SubResource("VisualShaderNodeInput_7nxci")
nodes/fragment/56/position = Vector2(-4200, -460)
nodes/fragment/58/node = SubResource("VisualShaderNodeVectorOp_estt1")
nodes/fragment/58/position = Vector2(-3600, -700)
nodes/fragment/62/node = SubResource("VisualShaderNodeTexture2DParameter_2dm8k")
nodes/fragment/62/position = Vector2(-120, -240)
nodes/fragment/63/node = SubResource("VisualShaderNodeMix_t0n7u")
nodes/fragment/63/position = Vector2(1280, -400)
nodes/fragment/64/node = SubResource("VisualShaderNodeVectorDecompose_0txbr")
nodes/fragment/64/position = Vector2(720, -120)
nodes/fragment/67/node = SubResource("VisualShaderNodeVectorOp_xdepb")
nodes/fragment/67/position = Vector2(960, -280)
nodes/fragment/68/node = SubResource("VisualShaderNodeVectorOp_hojpg")