SummerDay/production/blueprints/mannequin/mat.tres

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[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 )