test-client-godot/scenes/Game/CubeShaderTest.tscn
2018-07-25 09:36:19 +02:00

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[gd_scene load_steps=5 format=2]
[sub_resource type="CubeMesh" id=1]
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
varying vec3 some_color;
void vertex() {
some_color = NORMAL; // make the normal the color
}
void fragment() {
ALBEDO = some_color;
}"
_sections_unfolded = [ "Resource" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
shader = SubResource( 2 )
_sections_unfolded = [ "Resource" ]
[sub_resource type="ConvexPolygonShape" id=4]
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 )
[node name="CubeShaderTest" type="RigidBody"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 3 )
_sections_unfolded = [ "material" ]
[node name="CollisionShape" type="CollisionShape" parent="." index="1"]
shape = SubResource( 4 )
disabled = false