Adds missing data

This commit is contained in:
Michel 2025-02-03 19:17:20 +01:00
parent e6391d9fdd
commit 53cdcc3433
620 changed files with 47293 additions and 151 deletions

View file

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[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://cc5tovf48xmg1"]
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
constant = Color(0, 0, 0, 1)
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
parameter_name = "ColorParameter"
default_value_enabled = true
default_value = Color(0, 0, 0, 1)
[sub_resource type="VisualShaderNodeLinearSceneDepth" id="VisualShaderNodeLinearSceneDepth_d3ao7"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pyrux"]
default_input_values = [0, 0.0, 1, 1.0]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, 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(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 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;
}
"
graph_offset = Vector2(-10.4364, 103.709)
nodes/fragment/0/position = Vector2(480, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
nodes/fragment/2/position = Vector2(227.319, 156.469)
nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
nodes/fragment/3/position = Vector2(80, 280)
nodes/fragment/4/node = SubResource("VisualShaderNodeLinearSceneDepth_d3ao7")
nodes/fragment/4/position = Vector2(0, 560)
nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_pyrux")
nodes/fragment/5/position = Vector2(260, 520)
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 5, 4, 0, 5, 0, 5, 0, 0, 10)

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[gd_resource type="VisualShader" load_steps=3 format=3 uid="uid://c33k8fbmgw46b"]
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
constant = Color(0, 0, 0, 1)
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
parameter_name = "ColorParameter"
default_value_enabled = true
default_value = Color(1, 1, 0, 1)
[resource]
code = "shader_type spatial;
uniform vec4 ColorParameter : source_color = vec4(1.000000, 1.000000, 0.000000, 1.000000);
void fragment() {
// ColorConstant:2
vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
// ColorParameter:3
vec4 n_out3p0 = ColorParameter;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
EMISSION = vec3(n_out3p0.xyz);
}
"
nodes/fragment/0/position = Vector2(480, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
nodes/fragment/2/position = Vector2(227.319, 156.469)
nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
nodes/fragment/3/position = Vector2(80, 280)
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 5)

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[gd_resource type="Shader" format=3 uid="uid://dewb6ohh2wxv0"]
[resource]
code = "// NOTE: Shader automatically converted from Godot Engine 4.0.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_never,cull_disabled,diffuse_burley,specular_schlick_ggx,ambient_light_disabled,alpha_to_coverage;
uniform float radius = 4;
uniform sampler2D texture_emission : source_color, hint_default_black,filter_linear_mipmap,repeat_enable;
uniform vec4 emission : source_color;
uniform float emission_energy;
uniform float alpha_scissor_threshold;
uniform float alpha_antialiasing_edge;
void vertex() {
//UV=UV*uv1_scale.xy+uv1_offset.xy;
vec4 model_pos_world = MODEL_MATRIX[3];
// vec4 cam_origin_world = INV_VIEW_MATRIX[3];
vec4 model_origin_cam_space = VIEW_MATRIX * model_pos_world;
vec4 model_origin_proj_space = PROJECTION_MATRIX * VIEW_MATRIX * model_pos_world;
model_origin_proj_space /= model_origin_proj_space.w;
vec4 offset_proj_space = model_origin_proj_space + vec4(0.0, radius / VIEWPORT_SIZE.y, 0.0, 0.0);
vec4 offset_cam_space = INV_PROJECTION_MATRIX * offset_proj_space;
offset_cam_space /= offset_cam_space.w;
vec4 radius_offset_cam_space = offset_cam_space - model_origin_cam_space;
// float scale = length(model_origin_cam_space.xyz) * radius * 5.0 / VIEWPORT_SIZE.y;
float scale = length(radius_offset_cam_space.xy) * 10.0;
mat4 SCALE = mat4(vec4(scale, 0.0, 0.0, 0.0),
vec4(0.0, scale, 0.0, 0.0),
vec4(0.0, 0.0, scale, 0.0),
vec4(0.0, 0.0, 0.0, 1.0));
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]) * SCALE;
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
}
void fragment() {
vec2 base_uv = UV;
vec4 emission_tex = texture(texture_emission, base_uv);
emission_tex *= COLOR * emission;
ALBEDO = vec3(0.0, 0.0, 0.0);
EMISSION = emission_tex.xyz;
ALPHA = emission_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
ALPHA_TEXTURE_COORDINATE = UV;
}
"