Upgrade to godot 4.6

This commit is contained in:
MaddoScientisto 2026-01-31 08:38:43 +01:00
commit d16f9b3b9d
71 changed files with 306 additions and 506 deletions

View file

@ -1,4 +1,4 @@
[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://cc5tovf48xmg1"]
[gd_resource type="VisualShader" format=3 uid="uid://cc5tovf48xmg1"]
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
constant = Color(0, 0, 0, 1)
@ -14,46 +14,6 @@ default_value = Color(0, 0, 0, 1)
default_input_values = [0, 0.0, 1, 1.0]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 ColorParameter : source_color = vec4(0.000000, 0.000000, 0.000000, 1.000000);
uniform sampler2D depth_tex_frg_4 : hint_depth_texture;
void fragment() {
// ColorConstant:2
vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
// ColorParameter:3
vec4 n_out3p0 = ColorParameter;
float n_out4p0;
// LinearSceneDepth:4
{
float __log_depth = textureLod(depth_tex_frg_4, SCREEN_UV, 0.0).x;
vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __log_depth, 1.0);
__depth_view.xyz /= __depth_view.w;
n_out4p0 = -__depth_view.z;
}
// FloatOp:5
float n_in5p1 = 1.00000;
float n_out5p0 = n_out4p0 + n_in5p1;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
EMISSION = vec3(n_out3p0.xyz);
NORMAL_MAP_DEPTH = n_out5p0;
}
"
nodes/fragment/0/position = Vector2(480, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
nodes/fragment/2/position = Vector2(227.319, 156.469)