[gd_resource type="ShaderMaterial" load_steps=4 format=2] [sub_resource type="Shader" id=1] code = "shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,skip_vertex_transform; uniform mat3 canvas_transform; uniform sampler2D table : hint_albedo; vec4 indx(int i) { //return vec4(1.0, 1.0, 0.0, 1.0); return textureLod(table, vec2(float(i) * 0.125 + 0.0625), 0); } void vertex() { vec4 row0; vec4 row1; vec4 row2; vec4 row3; if (VERTEX.z <= 0.0) { row0 = vec4(indx(0).x, indx(0).y, indx(0).z, indx(0).w); row1 = vec4(indx(1).x, indx(1).y, indx(1).z, indx(1).w); row2 = vec4(indx(2).x, indx(2).y, indx(2).z, indx(2).w); row3 = vec4(indx(3).x, indx(3).y, indx(3).z, indx(3).w); } else { row0 = vec4(indx(4).x, indx(4).y, indx(4).z, indx(4).w); row1 = vec4(indx(5).x, indx(5).y, indx(5).z, indx(5).w); row2 = vec4(indx(6).x, indx(6).y, indx(6).z, indx(6).w); row3 = vec4(indx(7).x, indx(7).y, indx(7).z, indx(7).w); } mat4 crank_matrix = mat4(row0, row1, row2, row3); vec4 pre = vec4(VERTEX, 1.0) * crank_matrix; vec3 transformed_xy = vec3(pre.xy / pre.w, 1.0) * transpose(canvas_transform); vec4 post = vec4(transformed_xy.x, transformed_xy.y, pre.z, 1.0); POSITION = post; VERTEX = post.xyz; COLOR = vec4(post.w, post.w - 1.0, post.w * 0.2, 1.0); // vec3 tran = vec3(VERTEX.xy, 1.0) * transpose(canvas_transform); // vec4 pos_t = vec4(tran.x, tran.y, VERTEX.z, 1.0); // POSITION = pos_t; // VERTEX = (pos_t / pos_t.w).xyz; } void fragment() { //ALBEDO = vec3(0.33, 0.81, 0.95); ALBEDO = texture(table, UV).rgb; }" [sub_resource type="Image" id=9] data = { "data": PoolByteArray( 146, 121, 211, 61, 105, 86, 230, 188, 0, 0, 0, 0, 252, 152, 127, 63, 240, 63, 201, 188, 72, 62, 73, 62, 0, 0, 0, 0, 29, 23, 26, 63, 192, 134, 71, 189, 169, 77, 108, 187, 0, 0, 0, 0, 0, 0, 128, 63, 192, 134, 71, 189, 169, 77, 108, 187, 0, 0, 0, 0, 0, 0, 128, 63, 225, 221, 100, 62, 58, 251, 45, 189, 0, 0, 0, 0, 220, 162, 139, 62, 30, 240, 195, 188, 186, 74, 183, 62, 0, 0, 0, 0, 248, 30, 185, 62, 11, 245, 66, 60, 50, 221, 41, 189, 0, 0, 0, 0, 0, 0, 128, 191, 11, 245, 66, 188, 50, 221, 41, 61, 0, 0, 0, 0, 0, 0, 128, 63 ), "format": "RGBAFloat", "height": 1, "mipmaps": false, "width": 8 } [sub_resource type="ImageTexture" id=8] flags = 0 flags = 0 image = SubResource( 9 ) size = Vector2( 8, 1 ) [resource] shader = SubResource( 1 ) shader_param/canvas_transform = Basis( 0.715913, 0, -0.474076, 0, -1.32223, 0.449119, 0, 0, 1 ) shader_param/table = SubResource( 8 )