Shader code
shader_type spatial;
render_mode depth_draw_alpha_prepass, cull_front, specular_schlick_ggx, depth_test_disable, ensure_correct_normals, shadows_disabled, ambient_light_disabled;
uniform sampler2D tex_frg_32;
uniform sampler2D tex_frg_3;
uniform vec4 MainColor : hint_color;
uniform vec4 BackColor1 : hint_color;
uniform vec4 BackColor2 : hint_color;
uniform float Brightness;
void vertex() {
// Input:8
float n_out8p0 = TIME;
// Input:2
vec3 n_out2p0 = VERTEX;
// VectorDecompose:3
float n_out3p0 = n_out2p0.x;
float n_out3p1 = n_out2p0.y;
float n_out3p2 = n_out2p0.z;
// ScalarOp:7
float n_out7p0 = n_out8p0 + n_out3p1;
// ScalarOp:14
float n_in14p1 = 3.00000;
float n_out14p0 = n_out7p0 * n_in14p1;
// ScalarFunc:5
float n_out5p0 = sin(n_out14p0);
// ScalarOp:13
float n_in13p1 = 0.10000;
float n_out13p0 = n_out5p0 * n_in13p1;
// ScalarOp:6
float n_out6p0 = n_out13p0 + n_out3p0;
// ScalarOp:9
float n_out9p0 = n_out8p0 + n_out3p0;
// ScalarOp:15
float n_in15p1 = 1.00000;
float n_out15p0 = n_out9p0 * n_in15p1;
// ScalarFunc:11
float n_out11p0 = cos(n_out15p0);
// ScalarOp:12
float n_in12p1 = 0.20000;
float n_out12p0 = n_out11p0 * n_in12p1;
// ScalarOp:10
float n_out10p0 = n_out12p0 + n_out3p2;
// VectorCompose:4
vec3 n_out4p0 = vec3(n_out6p0, n_out3p1, n_out10p0);
// Output:0
VERTEX = n_out4p0;
}
void fragment() {
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:9
float n_out9p0 = n_out2p0.x;
float n_out9p1 = n_out2p0.y;
float n_out9p2 = n_out2p0.z;
// ScalarSmoothStep:20
float n_in20p0 = 0.00000;
float n_in20p1 = 0.20000;
float n_out20p0 = smoothstep(n_in20p0, n_in20p1, n_out9p1);
// Input:34
float n_out34p0 = TIME;
// ScalarOp:35
float n_in35p1 = -0.20000;
float n_out35p0 = n_out34p0 * n_in35p1;
// ScalarOp:36
float n_in36p1 = -0.30000;
float n_out36p0 = n_out34p0 * n_in36p1;
// VectorCompose:37
float n_in37p2 = 0.00000;
vec3 n_out37p0 = vec3(n_out35p0, n_out36p0, n_in37p2);
// VectorOp:38
vec3 n_out38p0 = n_out37p0 + n_out2p0;
// VectorOp:53
vec3 n_in53p1 = vec3(1.00000, 4.00000, 1.00000);
vec3 n_out53p0 = n_out38p0 * n_in53p1;
// Texture:32
vec4 tex_frg_32_read = texture(tex_frg_32, n_out53p0.xy);
vec3 n_out32p0 = tex_frg_32_read.rgb;
float n_out32p1 = tex_frg_32_read.a;
// ScalarOp:54
float n_out54p0 = n_out20p0 - dot(n_out32p0, vec3(0.333333, 0.333333, 0.333333));
// ScalarOp:56
float n_out56p0 = n_out54p0 + n_out9p1;
// ScalarClamp:52
float n_in52p1 = 0.00000;
float n_in52p2 = 1.00000;
float n_out52p0 = clamp(n_out56p0, n_in52p1, n_in52p2);
// Input:60
vec3 n_out60p0 = vec3(SCREEN_UV, 0.0);
// Input:6
float n_out6p0 = TIME;
// ScalarOp:7
float n_in7p1 = 0.10000;
float n_out7p0 = n_out6p0 * n_in7p1;
// ScalarOp:8
float n_in8p1 = -0.20000;
float n_out8p0 = n_out6p0 * n_in8p1;
// VectorCompose:5
float n_in5p2 = 0.00000;
vec3 n_out5p0 = vec3(n_out7p0, n_out8p0, n_in5p2);
// VectorOp:4
vec3 n_out4p0 = n_out5p0 + n_out2p0;
// Texture:3
vec4 tex_frg_3_read = texture(tex_frg_3, n_out4p0.xy);
vec3 n_out3p0 = tex_frg_3_read.rgb;
float n_out3p1 = tex_frg_3_read.a;
// VectorOp:33
vec3 n_out33p0 = n_out32p0 * n_out3p0;
// ScalarSmoothStep:70
float n_in70p0 = 0.20000;
float n_in70p1 = 0.80000;
float n_out70p0 = smoothstep(n_in70p0, n_in70p1, n_out9p1);
// VectorOp:66
vec3 n_out66p0 = n_out33p0 * vec3(n_out70p0);
// VectorOp:65
vec3 n_out65p0 = n_out60p0 + n_out66p0;
// Input:61
vec3 n_out61p0 = NORMAL;
// Fresnel:62
float n_in62p3 = 1.00000;
float n_out62p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in62p3);
// VectorScalarMix:63
vec3 n_out63p0 = mix(n_out65p0, n_out61p0, n_out62p0);
// Input:58
// Texture:59
vec3 n_out59p0;
float n_out59p1;
{
vec4 SCREEN_TEXTURE_tex_read = texture(SCREEN_TEXTURE, n_out63p0.xy);
n_out59p0 = SCREEN_TEXTURE_tex_read.rgb;
n_out59p1 = SCREEN_TEXTURE_tex_read.a;
}
// ColorUniform:80
vec3 n_out80p0 = MainColor.rgb;
float n_out80p1 = MainColor.a;
// ColorUniform:78
vec3 n_out78p0 = BackColor1.rgb;
float n_out78p1 = BackColor1.a;
// ColorUniform:79
vec3 n_out79p0 = BackColor2.rgb;
float n_out79p1 = BackColor2.a;
// Input:72
float n_out72p0 = TIME;
// ScalarFunc:71
float n_out71p0 = sin(n_out72p0);
// ScalarOp:74
float n_in74p1 = 1.00000;
float n_out74p0 = n_out71p0 + n_in74p1;
// ScalarOp:75
float n_in75p1 = 2.00000;
float n_out75p0 = n_out74p0 / n_in75p1;
// VectorScalarMix:73
vec3 n_out73p0 = mix(n_out78p0, n_out79p0, n_out75p0);
// VectorScalarMix:49
vec3 n_out49p0 = mix(n_out80p0, n_out73p0, n_out9p1);
// ScalarSmoothStep:46
float n_in46p0 = 1.00000;
float n_in46p1 = 0.00000;
float n_out46p0 = smoothstep(n_in46p0, n_in46p1, n_out9p1);
// VectorScalarMix:27
vec3 n_in27p1 = vec3(0.00000, 0.00000, 0.00000);
vec3 n_out27p0 = mix(n_out49p0, n_in27p1, n_out46p0);
// Color:69
vec3 n_out69p0 = vec3(0.025314, 0.034936, 0.137276);
float n_out69p1 = 1.000000;
// ScalarOp:67
float n_out67p0 = dot(n_out33p0, vec3(0.333333, 0.333333, 0.333333)) * n_out46p0;
// VectorScalarMix:68
vec3 n_out68p0 = mix(n_out27p0, n_out69p0, n_out67p0);
// ScalarUniform:77
float n_out77p0 = Brightness;
// VectorOp:51
vec3 n_out51p0 = n_out68p0 * vec3(n_out77p0);
// VectorScalarMix:64
vec3 n_out64p0 = mix(n_out59p0, n_out51p0, n_out62p0);
// Output:0
ALPHA = n_out52p0;
EMISSION = n_out64p0;
}
void light() {
// Output:0
}