fix wrong gitLFS files

This commit is contained in:
Nitwel 2023-11-21 10:26:38 +01:00
parent 0afe38e626
commit 842815b24a
21 changed files with 63 additions and 53573 deletions

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@ -1,10 +1,3 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cesiqdvdfojle"]
[ext_resource type="Shader" path="res://addons/godot-xr-tools/effects/vignette.gdshader" id="1_x02h0"]
[resource]
render_priority = 0
shader = ExtResource("1_x02h0")
shader_parameter/color = Color(0, 0, 0, 1)
shader_parameter/radius = 0.2
shader_parameter/fade = 0.05
version https://git-lfs.github.com/spec/v1
oid sha256:52c8c55d5ffb21b8e45041981727c5fc5939d7173a26012cdb69b0a6bb73f9fe
size 354

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@ -1,32 +1,3 @@
[gd_resource type="AnimationNodeBlendTree" load_steps=6 format=3 uid="uid://dl8yf7ipqotd1"]
[sub_resource type="AnimationNodeAnimation" id="1"]
animation = &"Grip"
[sub_resource type="AnimationNodeAnimation" id="2"]
animation = &"Grip"
[sub_resource type="AnimationNodeBlend2" id="3"]
filter_enabled = true
filters = ["Armature/Skeleton3D:Little_Distal_L", "Armature/Skeleton3D:Little_Intermediate_L", "Armature/Skeleton3D:Little_Metacarpal_L", "Armature/Skeleton3D:Little_Proximal_L", "Armature/Skeleton3D:Middle_Distal_L", "Armature/Skeleton3D:Middle_Intermediate_L", "Armature/Skeleton3D:Middle_Metacarpal_L", "Armature/Skeleton3D:Middle_Proximal_L", "Armature/Skeleton3D:Ring_Distal_L", "Armature/Skeleton3D:Ring_Intermediate_L", "Armature/Skeleton3D:Ring_Metacarpal_L", "Armature/Skeleton3D:Ring_Proximal_L", "Armature/Skeleton3D:Thumb_Distal_L", "Armature/Skeleton3D:Thumb_Metacarpal_L", "Armature/Skeleton3D:Thumb_Proximal_L", "Armature/Skeleton:Little_Distal_L", "Armature/Skeleton:Little_Intermediate_L", "Armature/Skeleton:Little_Proximal_L", "Armature/Skeleton:Middle_Distal_L", "Armature/Skeleton:Middle_Intermediate_L", "Armature/Skeleton:Middle_Proximal_L", "Armature/Skeleton:Ring_Distal_L", "Armature/Skeleton:Ring_Intermediate_L", "Armature/Skeleton:Ring_Proximal_L", "Armature/Skeleton:Thumb_Distal_L", "Armature/Skeleton:Thumb_Proximal_L"]
[sub_resource type="AnimationNodeAnimation" id="4"]
animation = &"Grip 5"
[sub_resource type="AnimationNodeBlend2" id="5"]
filter_enabled = true
filters = ["Armature/Skeleton3D:Index_Distal_L", "Armature/Skeleton3D:Index_Intermediate_L", "Armature/Skeleton3D:Index_Metacarpal_L", "Armature/Skeleton3D:Index_Proximal_L", "Armature/Skeleton:Index_Distal_L", "Armature/Skeleton:Index_Intermediate_L", "Armature/Skeleton:Index_Proximal_L"]
[resource]
graph_offset = Vector2(-536, 11)
nodes/ClosedHand1/node = SubResource("1")
nodes/ClosedHand1/position = Vector2(-600, 300)
nodes/ClosedHand2/node = SubResource("2")
nodes/ClosedHand2/position = Vector2(-360, 300)
nodes/Grip/node = SubResource("3")
nodes/Grip/position = Vector2(0, 20)
nodes/OpenHand/node = SubResource("4")
nodes/OpenHand/position = Vector2(-600, 100)
nodes/Trigger/node = SubResource("5")
nodes/Trigger/position = Vector2(-360, 20)
node_connections = [&"output", 0, &"Grip", &"Grip", 0, &"Trigger", &"Grip", 1, &"ClosedHand2", &"Trigger", 0, &"OpenHand", &"Trigger", 1, &"ClosedHand1"]
version https://git-lfs.github.com/spec/v1
oid sha256:ec74b5b5948e76d01115d7ff959610515e97aca1c42870f36b4a747f2dc4cb70
size 2416

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@ -1,32 +1,3 @@
[gd_resource type="AnimationNodeBlendTree" load_steps=6 format=3 uid="uid://m85b1gogdums"]
[sub_resource type="AnimationNodeAnimation" id="1"]
animation = &"Grip"
[sub_resource type="AnimationNodeAnimation" id="2"]
animation = &"Grip"
[sub_resource type="AnimationNodeBlend2" id="4"]
filter_enabled = true
filters = ["Armature/Skeleton3D:Little_Distal_R", "Armature/Skeleton3D:Little_Intermediate_R", "Armature/Skeleton3D:Little_Metacarpal_R", "Armature/Skeleton3D:Little_Proximal_R", "Armature/Skeleton3D:Middle_Distal_R", "Armature/Skeleton3D:Middle_Intermediate_R", "Armature/Skeleton3D:Middle_Metacarpal_R", "Armature/Skeleton3D:Middle_Proximal_R", "Armature/Skeleton3D:Ring_Distal_R", "Armature/Skeleton3D:Ring_Intermediate_R", "Armature/Skeleton3D:Ring_Metacarpal_R", "Armature/Skeleton3D:Ring_Proximal_R", "Armature/Skeleton3D:Thumb_Distal_R", "Armature/Skeleton3D:Thumb_Metacarpal_R", "Armature/Skeleton3D:Thumb_Proximal_R", "Armature/Skeleton:Little_Distal_R", "Armature/Skeleton:Little_Intermediate_R", "Armature/Skeleton:Little_Proximal_R", "Armature/Skeleton:Middle_Distal_R", "Armature/Skeleton:Middle_Intermediate_R", "Armature/Skeleton:Middle_Proximal_R", "Armature/Skeleton:Ring_Distal_R", "Armature/Skeleton:Ring_Intermediate_R", "Armature/Skeleton:Ring_Proximal_R", "Armature/Skeleton:Thumb_Distal_R", "Armature/Skeleton:Thumb_Proximal_R"]
[sub_resource type="AnimationNodeAnimation" id="3"]
animation = &"Grip 5"
[sub_resource type="AnimationNodeBlend2" id="5"]
filter_enabled = true
filters = ["Armature/Skeleton3D:Index_Distal_R", "Armature/Skeleton3D:Index_Intermediate_R", "Armature/Skeleton3D:Index_Metacarpal_R", "Armature/Skeleton3D:Index_Proximal_R", "Armature/Skeleton:Index_Distal_R", "Armature/Skeleton:Index_Intermediate_R", "Armature/Skeleton:Index_Proximal_R"]
[resource]
graph_offset = Vector2(-552.664, 107.301)
nodes/ClosedHand1/node = SubResource("1")
nodes/ClosedHand1/position = Vector2(-600, 300)
nodes/ClosedHand2/node = SubResource("2")
nodes/ClosedHand2/position = Vector2(-360, 300)
nodes/Grip/node = SubResource("4")
nodes/Grip/position = Vector2(0, 40)
nodes/OpenHand/node = SubResource("3")
nodes/OpenHand/position = Vector2(-600, 100)
nodes/Trigger/node = SubResource("5")
nodes/Trigger/position = Vector2(-360, 40)
node_connections = [&"output", 0, &"Grip", &"Grip", 0, &"Trigger", &"Grip", 1, &"ClosedHand2", &"Trigger", 0, &"OpenHand", &"Trigger", 1, &"ClosedHand1"]
version https://git-lfs.github.com/spec/v1
oid sha256:46cdd3222390fdf4b7e6f591958bbf30944df088a71cab919ba54a49ace2baf8
size 2424

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@ -1,18 +1,3 @@
[gd_resource type="StandardMaterial3D" load_steps=4 format=3 uid="uid://p0q2df2dmy62"]
[ext_resource type="Texture2D" uid="uid://dgkfppran5j1f" path="res://addons/godot-xr-tools/hands/textures/glove_caucasian_green_camo.png" id="1_rbe3r"]
[ext_resource type="Texture2D" uid="uid://d2iocwfr47kqp" path="res://addons/godot-xr-tools/hands/textures/glove_fingerless_occlusionRoughnessMetallic.png" id="2_qqman"]
[sub_resource type="ORMMaterial3D" id="ORMMaterial3D_wu6j1"]
transparency = 1
depth_draw_mode = 1
albedo_texture = ExtResource("1_rbe3r")
orm_texture = ExtResource("2_qqman")
[resource]
render_priority = -1
next_pass = SubResource("ORMMaterial3D_wu6j1")
transparency = 1
no_depth_test = true
shading_mode = 0
albedo_color = Color(0, 1, 1, 0.25098)
version https://git-lfs.github.com/spec/v1
oid sha256:ebe96045818b3f0f6516415b0d1e70ae126080089aecaa494a5b21110236968b
size 759

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@ -1,10 +1,3 @@
[gd_resource type="Resource" load_steps=4 format=3 uid="uid://dertgu7k8alls"]
[ext_resource type="Script" path="res://addons/godot-xr-tools/hands/poses/hand_pose_settings.gd" id="1"]
[ext_resource type="Animation" uid="uid://plad1r85f7ws" path="res://addons/godot-xr-tools/hands/animations/left/Grip.res" id="1_oobiv"]
[ext_resource type="Animation" uid="uid://bediglpx0rj7i" path="res://addons/godot-xr-tools/hands/animations/left/Grip 5.res" id="2_tar64"]
[resource]
script = ExtResource("1")
open_pose = ExtResource("2_tar64")
closed_pose = ExtResource("1_oobiv")
version https://git-lfs.github.com/spec/v1
oid sha256:8d4feaf47677e3c1a39db5d655811e6b08922f8a7c1491a8589cf64670cc11de
size 569

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@ -1,10 +1,3 @@
[gd_resource type="Resource" load_steps=4 format=3 uid="uid://dmpjtk0l8vh6v"]
[ext_resource type="Animation" uid="uid://ccds2u22gbxn7" path="res://addons/godot-xr-tools/hands/animations/right/Grip.res" id="1_o7bqr"]
[ext_resource type="Script" path="res://addons/godot-xr-tools/hands/poses/hand_pose_settings.gd" id="1_ytvcl"]
[ext_resource type="Animation" uid="uid://s1vqcxyqcvea" path="res://addons/godot-xr-tools/hands/animations/right/Grip 5.res" id="2_u3fe0"]
[resource]
script = ExtResource("1_ytvcl")
open_pose = ExtResource("2_u3fe0")
closed_pose = ExtResource("1_o7bqr")
version https://git-lfs.github.com/spec/v1
oid sha256:0a2717337b4448be11e8f9e31c4c620212fc68bb9333c92dadf7f1273ac4d2f4
size 583

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[gd_resource type="Resource" load_steps=3 format=3 uid="uid://ciw0f7mg4ai0k"]
[ext_resource type="Animation" uid="uid://cevirj0eagdrq" path="res://addons/godot-xr-tools/hands/animations/left/Sign 1.res" id="1_idx1j"]
[ext_resource type="Script" path="res://addons/godot-xr-tools/hands/poses/hand_pose_settings.gd" id="1_oxfi3"]
[resource]
script = ExtResource("1_oxfi3")
open_pose = ExtResource("1_idx1j")
closed_pose = ExtResource("1_idx1j")
version https://git-lfs.github.com/spec/v1
oid sha256:ddf257dbccb0600b2d07e3bd09f3e9068e4e6882d9a585d947d778ce64ece244
size 445

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[gd_resource type="Resource" load_steps=3 format=3 uid="uid://bhvrpfo4ecbub"]
[ext_resource type="Animation" uid="uid://bcwx6a6mhsoj2" path="res://addons/godot-xr-tools/hands/animations/right/Sign 1.res" id="1_jc8b4"]
[ext_resource type="Script" path="res://addons/godot-xr-tools/hands/poses/hand_pose_settings.gd" id="1_pkv6s"]
[resource]
script = ExtResource("1_pkv6s")
open_pose = ExtResource("1_jc8b4")
closed_pose = ExtResource("1_jc8b4")
version https://git-lfs.github.com/spec/v1
oid sha256:977e4a8413ad0c5ba0b09368747f1d348a4d8d2c4539e715e3c60a04b8ac4b1f
size 446

View File

@ -1,7 +1,3 @@
[gd_resource type="StandardMaterial3D" format=2]
[resource]
flags_transparent = true
albedo_color = Color( 0.0337219, 0.241112, 0.863281, 0.497255 )
roughness = 0.0
version https://git-lfs.github.com/spec/v1
oid sha256:533666c3af3e9619c085fe46eaa03f771d9734757a1abe305fee518ae5a5041e
size 167

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@ -1,71 +1,3 @@
[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://dyuaw57o8y3i"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_nl6jr"]
parameter_name = "Color"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_8dcmn"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0.5, 0.5, 0.5)]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_2331j"]
constant = 0.1
[sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_tghd5"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_wy3ip"]
operator = 2
[sub_resource type="VisualShader" id="VisualShader_wb0u4"]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 Color : source_color;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = Color;
// FloatConstant:4
float n_out4p0 = 0.100000;
// VectorOp:3
vec3 n_out3p0 = vec3(n_out2p0.xyz) * vec3(n_out4p0);
// Fresnel:5
float n_in5p3 = 1.00000;
float n_out5p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in5p3);
// VectorOp:6
vec3 n_out6p0 = vec3(n_out2p0.xyz) * vec3(n_out5p0);
// Output:0
ALBEDO = n_out3p0;
EMISSION = n_out6p0;
}
"
nodes/fragment/0/position = Vector2(660, 60)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_nl6jr")
nodes/fragment/2/position = Vector2(40, 40)
nodes/fragment/3/node = SubResource("VisualShaderNodeVectorOp_8dcmn")
nodes/fragment/3/position = Vector2(360, 60)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatConstant_2331j")
nodes/fragment/4/position = Vector2(20, 180)
nodes/fragment/5/node = SubResource("VisualShaderNodeFresnel_tghd5")
nodes/fragment/5/position = Vector2(40, 340)
nodes/fragment/6/node = SubResource("VisualShaderNodeVectorOp_wy3ip")
nodes/fragment/6/position = Vector2(360, 220)
nodes/fragment/connections = PackedInt32Array(2, 0, 3, 0, 3, 0, 0, 0, 4, 0, 3, 1, 2, 0, 6, 0, 5, 0, 6, 1, 6, 0, 0, 5)
[resource]
render_priority = 0
shader = SubResource("VisualShader_wb0u4")
shader_parameter/Color = Color(0.301961, 0.392157, 0.988235, 1)
version https://git-lfs.github.com/spec/v1
oid sha256:419ac100ae43714fe3c8f4ae0d032cfbd527642118097f45032addc73d8dce72
size 2196

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@ -1,6 +1,3 @@
[gd_resource type="StandardMaterial3D" format=2]
[resource]
flags_unshaded = true
params_diffuse_mode = 1
albedo_color = Color( 1, 0.15625, 0.15625, 0.740314 )
version https://git-lfs.github.com/spec/v1
oid sha256:84037c4aa57885708ff5fae4d41a8e140841dab85bf030ffd01f55c96b2b8d5f
size 161

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@ -1,11 +1,3 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=2]
[ext_resource path="res://addons/godot-xr-tools/images/teleport_target.png" type="Texture" id=1]
[resource]
flags_transparent = true
flags_unshaded = true
params_diffuse_mode = 1
params_cull_mode = 2
albedo_color = Color( 0.176471, 0.313726, 0.862745, 1 )
albedo_texture = ExtResource( 1 )
version https://git-lfs.github.com/spec/v1
oid sha256:7d5848180489be82f40bebe2314faf41b2e08d565414896628275f911b380253
size 354

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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://bk72wfw25ff0v"]
[ext_resource type="Shader" path="res://addons/godot-xr-tools/materials/teleport.gdshader" id="1"]
[ext_resource type="Texture2D" uid="uid://ddoj6c345cb0c" path="res://addons/godot-xr-tools/images/teleport_arrow.png" id="2"]
[resource]
render_priority = 0
shader = ExtResource("1")
shader_parameter/scale_t = 0.2
shader_parameter/length = 30.0
shader_parameter/down = Vector3(0, -1, 0)
shader_parameter/mix_color = Color(0.176471, 0.313726, 0.862745, 1)
shader_parameter/arrow_texture = ExtResource("2")
version https://git-lfs.github.com/spec/v1
oid sha256:1c00692603dd4f9cd9e51b27c94ae2c1ab29cb36141e9f4f472b70a6e7413961
size 590

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[gd_resource type="VisualShader" load_steps=28 format=3 uid="uid://c6okm2ay0fkjf"]
[sub_resource type="VisualShaderNodeFloatOp" id="1"]
output_port_for_preview = 0
default_input_values = [0, 0.0, 1, 0.1]
operator = 3
[sub_resource type="VisualShaderNodeFloatParameter" id="2"]
parameter_name = "width"
[sub_resource type="VisualShaderNodeFloatOp" id="11"]
output_port_for_preview = 0
default_input_values = [0, 1.0, 1, 0.0]
operator = 1
[sub_resource type="VisualShaderNodeFloatOp" id="12"]
output_port_for_preview = 0
operator = 1
[sub_resource type="VisualShaderNodeFloatParameter" id="13"]
parameter_name = "fade"
[sub_resource type="VisualShaderNodeFloatOp" id="14"]
default_input_values = [0, 0.0, 1, 2.0]
operator = 3
[sub_resource type="VisualShaderNodeVectorFunc" id="15"]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeDotProduct" id="16"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0, -1, 0)]
[sub_resource type="VisualShaderNodeVectorOp" id="17"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0, -1, 0)]
operator = 8
[sub_resource type="VisualShaderNodeColorParameter" id="3"]
parameter_name = "albedo"
[sub_resource type="VisualShaderNodeVectorDecompose" id="18"]
[sub_resource type="VisualShaderNodeIf" id="19"]
[sub_resource type="VisualShaderNodeFloatOp" id="20"]
default_input_values = [0, 6.28319, 1, 0.0]
operator = 1
[sub_resource type="VisualShaderNodeFloatFunc" id="21"]
output_port_for_preview = 0
function = 4
[sub_resource type="VisualShaderNodeFloatOp" id="22"]
output_port_for_preview = 0
default_input_values = [0, 0.0, 1, 6.28319]
operator = 3
[sub_resource type="VisualShaderNodeFloatParameter" id="23"]
parameter_name = "value"
[sub_resource type="VisualShaderNodeFloatOp" id="24"]
output_port_for_preview = 0
operator = 1
[sub_resource type="VisualShaderNodeFloatOp" id="25"]
output_port_for_preview = 0
operator = 3
[sub_resource type="VisualShaderNodeFloatOp" id="26"]
output_port_for_preview = 0
operator = 6
[sub_resource type="VisualShaderNodeInput" id="4"]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeFloatOp" id="27"]
default_input_values = [0, 0.0, 1, 6.28319]
operator = 3
[sub_resource type="VisualShaderNodeVectorOp" id="5"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(2, 2, 0)]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id="6"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(-1, -1, 0)]
[sub_resource type="VisualShaderNodeVectorLen" id="7"]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeFloatOp" id="8"]
output_port_for_preview = 0
operator = 1
[sub_resource type="VisualShaderNodeFloatParameter" id="9"]
parameter_name = "radius"
[sub_resource type="VisualShaderNodeFloatFunc" id="10"]
output_port_for_preview = 0
function = 12
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 albedo : source_color;
uniform float value;
uniform float fade;
uniform float radius;
uniform float width;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = albedo;
// Input:3
vec2 n_out3p0 = UV;
// VectorOp:4
vec3 n_in4p1 = vec3(2.00000, 2.00000, 0.00000);
vec3 n_out4p0 = vec3(n_out3p0, 0.0) * n_in4p1;
// VectorOp:5
vec3 n_in5p1 = vec3(-1.00000, -1.00000, 0.00000);
vec3 n_out5p0 = n_out4p0 + n_in5p1;
// VectorFunc:17
vec3 n_out17p0 = normalize(n_out5p0);
// VectorOp:19
vec3 n_in19p1 = vec3(0.00000, -1.00000, 0.00000);
vec3 n_out19p0 = cross(n_out17p0, n_in19p1);
// VectorDecompose:20
float n_out20p0 = n_out19p0.x;
float n_out20p1 = n_out19p0.y;
float n_out20p2 = n_out19p0.z;
// DotProduct:18
vec3 n_in18p1 = vec3(0.00000, -1.00000, 0.00000);
float n_out18p0 = dot(n_out17p0, n_in18p1);
// FloatFunc:24
float n_out24p0 = acos(n_out18p0);
// FloatOp:23
float n_in23p0 = 6.28319;
float n_out23p0 = n_in23p0 - n_out24p0;
vec3 n_out22p0;
// If:22
float n_in22p1 = 0.00000;
float n_in22p2 = 0.00001;
if(abs(n_out20p2 - n_in22p1) < n_in22p2)
{
n_out22p0 = vec3(n_out24p0);
}
else if(n_out20p2 < n_in22p1)
{
n_out22p0 = vec3(n_out24p0);
}
else
{
n_out22p0 = vec3(n_out23p0);
}
// FloatOp:25
float n_in25p1 = 6.28319;
float n_out25p0 = n_out22p0.x / n_in25p1;
// FloatParameter:26
float n_out26p0 = value;
// FloatOp:27
float n_out27p0 = n_out25p0 - n_out26p0;
// FloatParameter:14
float n_out14p0 = fade;
// FloatOp:30
float n_in30p1 = 6.28319;
float n_out30p0 = n_out14p0 / n_in30p1;
// FloatOp:28
float n_out28p0 = n_out27p0 / n_out30p0;
// VectorLen:6
float n_out6p0 = length(n_out5p0);
// FloatParameter:8
float n_out8p0 = radius;
// FloatOp:7
float n_out7p0 = n_out6p0 - n_out8p0;
// FloatFunc:9
float n_out9p0 = abs(n_out7p0);
// FloatParameter:11
float n_out11p0 = width;
// FloatOp:15
float n_in15p1 = 2.00000;
float n_out15p0 = n_out11p0 / n_in15p1;
// FloatOp:13
float n_out13p0 = n_out9p0 - n_out15p0;
// FloatOp:10
float n_out10p0 = n_out13p0 / n_out14p0;
// FloatOp:29
float n_out29p0 = max(n_out28p0, n_out10p0);
// FloatOp:12
float n_in12p0 = 1.00000;
float n_out12p0 = n_in12p0 - n_out29p0;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
ALPHA = n_out12p0;
}
"
graph_offset = Vector2(652.664, 119.317)
flags/unshaded = true
nodes/fragment/0/position = Vector2(1800, -40)
nodes/fragment/2/node = SubResource("3")
nodes/fragment/2/position = Vector2(1480, -200)
nodes/fragment/3/node = SubResource("4")
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default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0), 2, 1e-05]
type = 3
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code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 bar_color : source_color;
uniform sampler2D bar_texture : source_color;
uniform vec3 cutout = vec3(4.850000, 0.330000, 0.000000);
uniform float progress;
void fragment() {
// ColorParameter:15
vec4 n_out15p0 = bar_color;
vec4 n_out19p0;
// Texture2D:19
n_out19p0 = texture(bar_texture, UV);
float n_out19p4 = n_out19p0.a;
// VectorOp:17
vec3 n_out17p0 = vec3(n_out15p0.xyz) * vec3(n_out19p0.xyz);
// Input:3
vec2 n_out3p0 = UV;
// VectorOp:4
vec3 n_in4p1 = vec3(10.00000, 1.00000, 0.00000);
vec3 n_out4p0 = vec3(n_out3p0, 0.0) * n_in4p1;
// VectorOp:5
vec3 n_in5p1 = vec3(5.00000, 0.50000, 0.00000);
vec3 n_out5p0 = n_out4p0 - n_in5p1;
// VectorFunc:6
vec3 n_out6p0 = abs(n_out5p0);
// Vector3Parameter:20
vec3 n_out20p0 = cutout;
bool n_out8p0;
// Compare:8
{
bvec2 _bv = greaterThan(vec2(n_out6p0.xy), vec2(n_out20p0.xy));
n_out8p0 = any(_bv);
}
// FloatParameter:12
float n_out12p0 = progress;
// VectorCompose:13
float n_in13p1 = 0.00000;
float n_in13p2 = 0.00000;
vec3 n_out13p0 = vec3(n_out12p0, n_in13p1, n_in13p2);
bool n_out11p0;
// Compare:11
{
bvec2 _bv = lessThan(n_out3p0, vec2(n_out13p0.xy));
n_out11p0 = any(_bv);
}
// FloatOp:14
float n_out14p0 = max((n_out8p0 ? 1.0 : 0.0), (n_out11p0 ? 1.0 : 0.0));
// FloatOp:18
float n_out18p0 = n_out19p4 * n_out14p0;
// Output:0
ALBEDO = n_out17p0;
ALPHA = n_out18p0;
}
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parameter_name = "cutout"
default_value_enabled = true
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input_name = "uv"
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default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(10, 1, 0)]
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[resource]
code = "shader_type spatial;
render_mode unshaded;
uniform vec4 bar_color : source_color;
uniform sampler2D bar_texture : source_color;
uniform vec3 cutout = vec3(4.850000, 0.330000, 0.000000);
uniform float progress;
void fragment() {
// ColorParameter:15
vec4 n_out15p0 = bar_color;
vec4 n_out19p0;
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n_out19p0 = texture(bar_texture, UV);
float n_out19p4 = n_out19p0.a;
// VectorOp:17
vec3 n_out17p0 = vec3(n_out15p0.xyz) * vec3(n_out19p0.xyz);
// Input:3
vec2 n_out3p0 = UV;
// VectorOp:4
vec3 n_in4p1 = vec3(10.00000, 1.00000, 0.00000);
vec3 n_out4p0 = vec3(n_out3p0, 0.0) * n_in4p1;
// VectorOp:5
vec3 n_in5p1 = vec3(5.00000, 0.50000, 0.00000);
vec3 n_out5p0 = n_out4p0 - n_in5p1;
// VectorFunc:6
vec3 n_out6p0 = abs(n_out5p0);
// Vector3Parameter:20
vec3 n_out20p0 = cutout;
bool n_out8p0;
// Compare:8
{
bvec3 _bv = greaterThan(n_out6p0, n_out20p0);
n_out8p0 = any(_bv);
}
// FloatParameter:12
float n_out12p0 = progress;
// VectorCompose:13
float n_in13p1 = 0.00000;
float n_in13p2 = 0.00000;
vec3 n_out13p0 = vec3(n_out12p0, n_in13p1, n_in13p2);
bool n_out11p0;
// Compare:11
{
bvec3 _bv = lessThan(vec3(n_out3p0, 0.0), n_out13p0);
n_out11p0 = any(_bv);
}
// FloatOp:14
float n_out14p0 = max((n_out8p0 ? 1.0 : 0.0), (n_out11p0 ? 1.0 : 0.0));
// FloatOp:18
float n_out18p0 = n_out19p4 * n_out14p0;
// Output:0
ALBEDO = n_out17p0;
ALPHA = n_out18p0;
}
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