shader gradient
hah hah yes, funi conversion of visual shaders to normal shaders making the code unreadable
oh well, it’s just used for gradients anyways
Shader code
shader_type canvas_item;
uniform vec3 ColorTopLeft;
uniform float TopLeftAlpha:hint_range(0,1);
uniform vec3 ColorTopRight2;
uniform float ToprightAlpha2:hint_range(0,1);
uniform vec3 ColordownLeft2;
uniform float downLeftAlpha2:hint_range(0,1);
uniform vec3 ColordownRight3;
uniform float downrightAlpha3:hint_range(0,1);
// Gradient4Corners
vec4 gradient4cornersFunc(vec2 _uv_c0rner, vec4 _top_left_c0rner, vec4 _top_right_c0rner, vec4 _bottom_left_c0rner, vec4 _bottom_right_c0rner){
vec4 _c0l0r_t0p_c0rner = mix(_top_left_c0rner, _top_right_c0rner, _uv_c0rner.x);
vec4 _c0l0r_b0tt0m_c0rner = mix(_bottom_left_c0rner, _bottom_right_c0rner, _uv_c0rner.x);
return mix(_c0l0r_t0p_c0rner, _c0l0r_b0tt0m_c0rner, _uv_c0rner.y);
}
void fragment() {
// Input:3
vec3 n_out3p0 = vec3(UV, 0.0);
// VectorUniform:4
vec3 n_out4p0 = ColorTopLeft;
// ScalarUniform:5
float n_out5p0 = TopLeftAlpha;
// VectorUniform:7
vec3 n_out7p0 = ColorTopRight2;
// ScalarUniform:6
float n_out6p0 = ToprightAlpha2;
// VectorUniform:10
vec3 n_out10p0 = ColordownLeft2;
// ScalarUniform:11
float n_out11p0 = downLeftAlpha2;
// VectorUniform:8
vec3 n_out8p0 = ColordownRight3;
// ScalarUniform:9
float n_out9p0 = downrightAlpha3;
// Gradient4Corners:2
vec3 n_out2p0;
float n_out2p1;
{
vec4 n_out2p0n_out2p1 = gradient4cornersFunc(n_out3p0.xy, vec4(n_out4p0, n_out5p0), vec4(n_out7p0, n_out6p0), vec4(n_out10p0, n_out11p0), vec4(n_out8p0, n_out9p0));
n_out2p0 = n_out2p0n_out2p1.rgb;
n_out2p1 = n_out2p0n_out2p1.a;
}
// Output:0
COLOR.rgb = n_out2p0;
COLOR.a = n_out2p1;
}