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65
addons/cyclops_level_builder/shaders/outline_shader.tres
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65
addons/cyclops_level_builder/shaders/outline_shader.tres
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[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://cc5tovf48xmg1"]
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[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
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constant = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
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parameter_name = "ColorParameter"
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default_value_enabled = true
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default_value = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeLinearSceneDepth" id="VisualShaderNodeLinearSceneDepth_d3ao7"]
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pyrux"]
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default_input_values = [0, 0.0, 1, 1.0]
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[resource]
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code = "shader_type spatial;
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uniform vec4 ColorParameter : source_color = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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uniform sampler2D depth_tex_frg_4 : hint_depth_texture;
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void fragment() {
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// ColorConstant:2
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vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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// ColorParameter:3
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vec4 n_out3p0 = ColorParameter;
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float n_out4p0;
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// LinearSceneDepth:4
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{
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float __log_depth = textureLod(depth_tex_frg_4, SCREEN_UV, 0.0).x;
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vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 1.0);
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__depth_view.xyz /= __depth_view.w;
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n_out4p0 = -__depth_view.z;
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}
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// FloatOp:5
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float n_in5p1 = 1.00000;
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float n_out5p0 = n_out4p0 + n_in5p1;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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EMISSION = vec3(n_out3p0.xyz);
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NORMAL_MAP_DEPTH = n_out5p0;
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}
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"
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graph_offset = Vector2(-10.4364, 103.709)
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nodes/fragment/0/position = Vector2(480, 140)
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nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
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nodes/fragment/2/position = Vector2(227.319, 156.469)
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nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
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nodes/fragment/3/position = Vector2(80, 280)
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nodes/fragment/4/node = SubResource("VisualShaderNodeLinearSceneDepth_d3ao7")
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nodes/fragment/4/position = Vector2(0, 560)
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nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_pyrux")
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nodes/fragment/5/position = Vector2(260, 520)
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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"]
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[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_mqcg1"]
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constant = Color(0, 0, 0, 1)
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_kvn47"]
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parameter_name = "ColorParameter"
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default_value_enabled = true
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default_value = Color(1, 1, 0, 1)
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[resource]
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code = "shader_type spatial;
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uniform vec4 ColorParameter : source_color = vec4(1.000000, 1.000000, 0.000000, 1.000000);
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void fragment() {
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// ColorConstant:2
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vec4 n_out2p0 = vec4(0.000000, 0.000000, 0.000000, 1.000000);
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// ColorParameter:3
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vec4 n_out3p0 = ColorParameter;
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// Output:0
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ALBEDO = vec3(n_out2p0.xyz);
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EMISSION = vec3(n_out3p0.xyz);
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}
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"
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nodes/fragment/0/position = Vector2(480, 140)
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nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_mqcg1")
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nodes/fragment/2/position = Vector2(227.319, 156.469)
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nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_kvn47")
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nodes/fragment/3/position = Vector2(80, 280)
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nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 5)
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