2018-07-26 17:15:50 +00:00
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[gd_scene load_steps=5 format=2]
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2018-07-25 07:36:19 +00:00
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2018-07-26 17:15:50 +00:00
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[sub_resource type="SphereMesh" id=1]
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2018-07-25 07:36:19 +00:00
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2018-07-25 14:12:12 +00:00
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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radius = 1.0
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height = 2.0
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radial_segments = 64
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rings = 32
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is_hemisphere = false
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2018-07-25 07:36:19 +00:00
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2018-07-26 17:15:50 +00:00
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[sub_resource type="Shader" id=2]
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code = "shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic : hint_white;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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}
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"
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_sections_unfolded = [ "Resource" ]
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[sub_resource type="ShaderMaterial" id=3]
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2018-07-25 07:36:19 +00:00
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render_priority = 0
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2018-07-26 17:15:50 +00:00
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shader = SubResource( 2 )
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shader_param/albedo = Color( 0.513085, 0.250778, 0.675781, 1 )
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shader_param/specular = 1.0
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shader_param/metallic = 1.0
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shader_param/roughness = 0.5
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shader_param/point_size = 0.0
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shader_param/metallic_texture_channel = null
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shader_param/roughness_texture_channel = null
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shader_param/uv1_scale = null
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shader_param/uv1_offset = null
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shader_param/uv2_scale = null
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shader_param/uv2_offset = null
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_sections_unfolded = [ "shader_param" ]
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[sub_resource type="ConvexPolygonShape" id=4]
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2018-07-25 07:36:19 +00:00
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points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
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[node name="CubeShaderTest" type="RigidBody"]
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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mode = 0
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 1.0
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custom_integrator = false
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continuous_cd = false
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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axis_lock_linear_x = false
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axis_lock_linear_y = false
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axis_lock_linear_z = false
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axis_lock_angular_x = false
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axis_lock_angular_y = false
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axis_lock_angular_z = false
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linear_velocity = Vector3( 0, 0, 0 )
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linear_damp = -1.0
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angular_velocity = Vector3( 0, 0, 0 )
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angular_damp = -1.0
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[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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2018-07-26 17:15:50 +00:00
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mesh = SubResource( 1 )
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2018-07-25 07:36:19 +00:00
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skeleton = NodePath("..")
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2018-07-26 17:15:50 +00:00
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material/0 = SubResource( 3 )
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2018-07-25 07:36:19 +00:00
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_sections_unfolded = [ "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="." index="1"]
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2018-07-26 17:15:50 +00:00
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shape = SubResource( 4 )
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2018-07-25 07:36:19 +00:00
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disabled = false
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