2024-10-02 17:36:04 +03:00
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[gd_scene load_steps=5 format=3 uid="uid://ckffrweetb03k"]
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[sub_resource type="Shader" id="Shader_jawsf"]
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code = "shader_type spatial;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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if (UV.x > 0.5) {
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ALBEDO = vec3(0, 0.2, 1);
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ROUGHNESS = 0.2;
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RIM = 100.0;
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} else {
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ALBEDO = vec3(1, 0.2, 0);
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ROUGHNESS = 0.2;
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RIM = 100.0;
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}
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2024-10-08 20:55:57 +03:00
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2024-10-02 17:36:04 +03:00
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_n6a3p"]
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render_priority = 0
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shader = SubResource("Shader_jawsf")
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[sub_resource type="SphereMesh" id="SphereMesh_u77af"]
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material = SubResource("ShaderMaterial_n6a3p")
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[sub_resource type="Environment" id="Environment_n0bt7"]
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background_mode = 1
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[node name="Node3D" type="Node3D"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_u77af")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.01451)
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_n0bt7")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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