Files
pomchronicles/shaders/trigradient.tres

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[gd_resource type="VisualShader" load_steps=13 format=3 uid="uid://dbcokq5fn2les"]
[ext_resource type="Texture2D" uid="uid://dk1fkcth50ii8" path="res://shaders/test.png" id="1_mue8a"]
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_n1g6q"]
texture = ExtResource("1_mue8a")
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_kuvpm"]
default_input_values = [0, Quaternion(0, 0, 0, 0)]
op_type = 2
[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_m6etp"]
[sub_resource type="Gradient" id="Gradient_s3ye8"]
offsets = PackedFloat32Array(0, 0.495114, 1)
colors = PackedColorArray(0, 0.45, 0.14249997, 1, 0.88283366, 1.732707e-06, 0.5201918, 1, 1, 1, 1, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_x6ow4"]
gradient = SubResource("Gradient_s3ye8")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_yjp8t"]
texture = SubResource("GradientTexture1D_x6ow4")
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_3315r"]
operator = 2
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_n7htp"]
parameter_name = "Texture2DParameter"
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_3ksh6"]
texture = ExtResource("1_mue8a")
texture_type = 1
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_fwk6d"]
input_name = "uv"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_jobvs"]
input_name = "vertex"
[resource]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform sampler2D tex_vtx_2 : source_color;
uniform sampler2D tex_frg_3;
uniform sampler2D tex_frg_6;
void vertex() {
// Input:5
vec2 n_out5p0 = VERTEX;
// Input:4
vec2 n_out4p0 = UV;
// Texture2D:2
vec4 n_out2p0 = texture(tex_vtx_2, n_out4p0);
// Output:0
VERTEX = n_out5p0;
UV = n_out4p0;
COLOR.rgb = vec3(n_out2p0.xyz);
COLOR.a = n_out2p0.x;
}
void fragment() {
// Texture2D:3
vec4 n_out3p0 = texture(tex_frg_3, UV);
// VectorDecompose:4
float n_out4p0 = n_out3p0.x;
float n_out4p1 = n_out3p0.y;
float n_out4p2 = n_out3p0.z;
float n_out4p3 = n_out3p0.w;
// Texture2D:6
vec4 n_out6p0 = texture(tex_frg_6, vec2(n_out4p0));
// VectorOp:7
vec3 n_out7p0 = vec3(n_out6p0.xyz) * vec3(n_out4p1);
// Output:0
COLOR.rgb = n_out7p0;
COLOR.a = n_out4p3;
}
"
mode = 1
flags/light_only = false
nodes/vertex/0/position = Vector2(660, 160)
nodes/vertex/2/node = SubResource("VisualShaderNodeTexture_3ksh6")
nodes/vertex/2/position = Vector2(120, 260)
nodes/vertex/4/node = SubResource("VisualShaderNodeInput_fwk6d")
nodes/vertex/4/position = Vector2(-240, 160)
nodes/vertex/5/node = SubResource("VisualShaderNodeInput_jobvs")
nodes/vertex/5/position = Vector2(-240, 60)
nodes/vertex/connections = PackedInt32Array(4, 0, 2, 0, 2, 0, 0, 2, 2, 0, 0, 3, 5, 0, 0, 0, 4, 0, 0, 1)
nodes/fragment/0/position = Vector2(580, 240)
nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_n1g6q")
nodes/fragment/3/position = Vector2(-500, 60)
nodes/fragment/4/node = SubResource("VisualShaderNodeVectorDecompose_kuvpm")
nodes/fragment/4/position = Vector2(-200, 160)
nodes/fragment/5/node = SubResource("VisualShaderNodeVectorCompose_m6etp")
nodes/fragment/5/position = Vector2(260, 160)
nodes/fragment/6/node = SubResource("VisualShaderNodeTexture_yjp8t")
nodes/fragment/6/position = Vector2(20, -60)
nodes/fragment/7/node = SubResource("VisualShaderNodeVectorOp_3315r")
nodes/fragment/7/position = Vector2(320, 400)
nodes/fragment/8/node = SubResource("VisualShaderNodeTexture2DParameter_n7htp")
nodes/fragment/8/position = Vector2(-780, 440)
nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 4, 0, 5, 0, 4, 1, 5, 1, 4, 2, 5, 2, 4, 3, 0, 1, 4, 0, 6, 0, 6, 0, 7, 0, 7, 0, 0, 0, 4, 1, 7, 1)