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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Upgrade to godot 4.6
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parent
b9c15fea3f
commit
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71 changed files with 306 additions and 506 deletions
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@ -1,4 +1,4 @@
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[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://cc5tovf48xmg1"]
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[gd_resource type="VisualShader" format=3 uid="uid://cc5tovf48xmg1"]
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[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
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constant = Color(0, 0, 0, 1)
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@ -14,46 +14,6 @@ default_value = Color(0, 0, 0, 1)
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default_input_values = [0, 0.0, 1, 1.0]
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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_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec4 ColorParameter : source_color = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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uniform sampler2D depth_tex_frg_4 : hint_depth_texture;
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void fragment() {
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// ColorConstant:2
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vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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// ColorParameter:3
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vec4 n_out3p0 = ColorParameter;
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float n_out4p0;
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// LinearSceneDepth:4
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{
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float __log_depth = textureLod(depth_tex_frg_4, SCREEN_UV, 0.0).x;
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vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __log_depth, 1.0);
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__depth_view.xyz /= __depth_view.w;
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n_out4p0 = -__depth_view.z;
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}
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// FloatOp:5
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float n_in5p1 = 1.00000;
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float n_out5p0 = n_out4p0 + n_in5p1;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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EMISSION = vec3(n_out3p0.xyz);
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NORMAL_MAP_DEPTH = n_out5p0;
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}
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"
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nodes/fragment/0/position = Vector2(480, 140)
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nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
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nodes/fragment/2/position = Vector2(227.319, 156.469)
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