Initial commit
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[gd_resource type="VisualShader" load_steps=10 format=3 uid="uid://bspjwxt1hotc"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_hhiyf"]
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noise_type = 0
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_amqgm"]
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noise = SubResource("FastNoiseLite_hhiyf")
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ba5aa"]
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texture = SubResource("NoiseTexture2D_amqgm")
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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_p4a78"]
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function = 15
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_6tsw5"]
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parameter_name = "alpha"
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default_value_enabled = true
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_5avp8"]
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operator = 2
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_64l8b"]
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parameter_name = "emission_color"
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_c3kiw"]
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parameter_name = "base_color"
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_haxxy"]
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parameter_name = "emission_strength"
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_disabled, diffuse_lambert, specular_schlick_ggx, depth_prepass_alpha;
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uniform vec4 base_color : source_color;
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uniform sampler2D tex_frg_2;
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uniform float alpha = 0.0;
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uniform vec4 emission_color : source_color;
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void fragment() {
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// ColorParameter:7
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vec4 n_out7p0 = base_color;
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// Texture2D:2
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vec4 n_out2p0 = texture(tex_frg_2, UV);
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// FloatParameter:4
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float n_out4p0 = alpha;
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// FloatOp:5
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float n_out5p0 = n_out2p0.x * n_out4p0;
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// FloatFunc:3
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float n_out3p0 = round(n_out5p0);
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// ColorParameter:6
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vec4 n_out6p0 = emission_color;
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// Output:0
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ALBEDO = vec3(n_out7p0.xyz);
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ALPHA = n_out3p0;
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EMISSION = vec3(n_out6p0.xyz);
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}
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"
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modes/cull = 2
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flags/depth_prepass_alpha = true
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nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_ba5aa")
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nodes/fragment/2/position = Vector2(-400, 80)
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nodes/fragment/3/node = SubResource("VisualShaderNodeFloatFunc_p4a78")
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nodes/fragment/3/position = Vector2(120, 180)
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nodes/fragment/4/node = SubResource("VisualShaderNodeFloatParameter_6tsw5")
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nodes/fragment/4/position = Vector2(-440, 320)
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nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_5avp8")
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nodes/fragment/5/position = Vector2(-60, 160)
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nodes/fragment/6/node = SubResource("VisualShaderNodeColorParameter_64l8b")
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nodes/fragment/6/position = Vector2(-440, 540)
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nodes/fragment/7/node = SubResource("VisualShaderNodeColorParameter_c3kiw")
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nodes/fragment/7/position = Vector2(-120, -80)
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nodes/fragment/9/node = SubResource("VisualShaderNodeFloatParameter_haxxy")
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nodes/fragment/9/position = Vector2(-440, 720)
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nodes/fragment/connections = PackedInt32Array(4, 0, 5, 1, 2, 0, 5, 0, 5, 0, 3, 0, 3, 0, 0, 1, 7, 0, 0, 0, 6, 0, 0, 5)
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