godot_rl_Ships / water_shader.tres
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[gd_resource type="VisualShader" load_steps=17 format=3 uid="uid://dkh57lx7eqcsg"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_gduu2"]
input_name = "time"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_0jinn"]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_pbg52"]
constant = 0.2
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_oxje3"]
default_input_values = [0, 0.0, 1, 1.0]
operator = 2
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_lst05"]
default_input_values = [0, 0.0, 1, 1.0]
operator = 2
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qbbap"]
noise_type = 2
frequency = 0.5
cellular_distance_function = 1
cellular_jitter = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_m238x"]
seamless = true
noise = SubResource("FastNoiseLite_qbbap")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_6hkds"]
output_port_for_preview = 0
texture = SubResource("NoiseTexture2D_m238x")
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_26mjs"]
constant = Color(0, 0.721569, 0.721569, 1)
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_xa3cq"]
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_dahvd"]
default_input_values = [1, Vector2(0.005, 0.005), 2, Vector2(0, 0)]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_ckyyr"]
input_name = "time"
[sub_resource type="FastNoiseLite" id="FastNoiseLite_kkjxx"]
noise_type = 2
frequency = 0.5
cellular_distance_function = 1
cellular_jitter = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_5vkah"]
seamless = true
noise = SubResource("FastNoiseLite_kkjxx")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_10i3j"]
output_port_for_preview = 0
texture = SubResource("NoiseTexture2D_5vkah")
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_s4kjf"]
default_input_values = [1, Vector2(-0.005, -0.005), 2, Vector2(0, 0)]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D tex_frg_2;
uniform sampler2D tex_frg_8;
void fragment() {
// ColorConstant:3
vec4 n_out3p0 = vec4(0.000000, 0.721569, 0.721569, 1.000000);
// Input:6
float n_out6p0 = TIME;
// FloatOp:13
float n_in13p1 = 1.00000;
float n_out13p0 = n_out6p0 * n_in13p1;
// UVFunc:5
vec2 n_in5p1 = vec2(0.00500, 0.00500);
vec2 n_out5p0 = vec2(n_out13p0) * n_in5p1 + UV;
// Texture2D:2
vec4 n_out2p0 = texture(tex_frg_2, n_out5p0);
// Input:10
float n_out10p0 = TIME;
// FloatOp:14
float n_in14p1 = 1.00000;
float n_out14p0 = n_out10p0 * n_in14p1;
// UVFunc:9
vec2 n_in9p1 = vec2(-0.00500, -0.00500);
vec2 n_out9p0 = vec2(n_out14p0) * n_in9p1 + UV;
// Texture2D:8
vec4 n_out8p0 = texture(tex_frg_8, n_out9p0);
// VectorOp:11
vec3 n_out11p0 = vec3(n_out2p0.xyz) * vec3(n_out8p0.xyz);
// VectorOp:4
vec3 n_out4p0 = vec3(n_out3p0.xyz) + n_out11p0;
// FloatConstant:12
float n_out12p0 = 0.200000;
// Output:0
ALBEDO = n_out4p0;
ALPHA = n_out12p0;
EMISSION = n_out11p0;
}
"
nodes/fragment/0/position = Vector2(840, 20)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_6hkds")
nodes/fragment/2/position = Vector2(100, 240)
nodes/fragment/3/node = SubResource("VisualShaderNodeColorConstant_26mjs")
nodes/fragment/3/position = Vector2(90.5704, 62.3962)
nodes/fragment/4/node = SubResource("VisualShaderNodeVectorOp_xa3cq")
nodes/fragment/4/position = Vector2(580, 320)
nodes/fragment/5/node = SubResource("VisualShaderNodeUVFunc_dahvd")
nodes/fragment/5/position = Vector2(-240, 340)
nodes/fragment/6/node = SubResource("VisualShaderNodeInput_ckyyr")
nodes/fragment/6/position = Vector2(-800, 440)
nodes/fragment/8/node = SubResource("VisualShaderNodeTexture_10i3j")
nodes/fragment/8/position = Vector2(100, 520)
nodes/fragment/9/node = SubResource("VisualShaderNodeUVFunc_s4kjf")
nodes/fragment/9/position = Vector2(-240, 620)
nodes/fragment/10/node = SubResource("VisualShaderNodeInput_gduu2")
nodes/fragment/10/position = Vector2(-840, 680)
nodes/fragment/11/node = SubResource("VisualShaderNodeVectorOp_0jinn")
nodes/fragment/11/position = Vector2(380, 380)
nodes/fragment/12/node = SubResource("VisualShaderNodeFloatConstant_pbg52")
nodes/fragment/12/position = Vector2(503.716, 141.055)
nodes/fragment/13/node = SubResource("VisualShaderNodeFloatOp_oxje3")
nodes/fragment/13/position = Vector2(-480, 420)
nodes/fragment/14/node = SubResource("VisualShaderNodeFloatOp_lst05")
nodes/fragment/14/position = Vector2(-480, 640)
nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 4, 0, 0, 0, 5, 0, 2, 0, 9, 0, 8, 0, 2, 0, 11, 0, 8, 0, 11, 1, 11, 0, 4, 1, 12, 0, 0, 1, 11, 0, 0, 5, 6, 0, 13, 0, 13, 0, 5, 2, 10, 0, 14, 0, 14, 0, 9, 2)