updated to godot 4.6
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@@ -1,4 +1,4 @@
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[gd_resource type="VisualShader" load_steps=17 format=3 uid="uid://dsi0ofa74tfc4"]
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[gd_resource type="VisualShader" format=3 uid="uid://dsi0ofa74tfc4"]
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[ext_resource type="Texture2D" uid="uid://bmor4v4j7krgh" path="res://Scenes/TowerBase/funboxtex.png" id="1_kau30"]
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[ext_resource type="Texture2D" uid="uid://c4ytjp05u7auv" path="res://noisetex.tres" id="2_ow168"]
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@@ -72,79 +72,6 @@ output_port_for_preview = 0
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function = 15
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_always, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx, depth_prepass_alpha;
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uniform sampler2D Texture2DParameter : source_color, filter_nearest;
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uniform sampler2D tex_frg_7;
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uniform float Float = 1.0;
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uniform vec4 Color : source_color = vec4(0.000000, 1.000000, 0.000000, 0.752941);
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void fragment() {
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vec4 n_out13p0;
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// Texture2D:13
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n_out13p0 = texture(Texture2DParameter, UV);
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// Input:2
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vec2 n_out2p0 = UV;
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// Texture2D:7
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vec4 n_out7p0 = texture(tex_frg_7, n_out2p0);
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// FloatParameter:23
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float n_out23p0 = Float;
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// FloatFunc:24
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float n_out24p0 = 1.0 - n_out23p0;
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// FloatOp:5
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float n_in5p1 = 0.50000;
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float n_out5p0 = n_out24p0 - n_in5p1;
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// FloatOp:8
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float n_out8p0 = n_out7p0.x - n_out5p0;
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// FloatFunc:9
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float n_out9p0 = round(n_out8p0);
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// VectorOp:18
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vec4 n_out18p0 = n_out13p0 * vec4(n_out9p0);
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// VectorFunc:21
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vec4 n_out21p0 = vec4(1.0) - vec4(n_out9p0);
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// ColorParameter:15
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vec4 n_out15p0 = Color;
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// VectorOp:19
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vec4 n_out19p0 = n_out21p0 * n_out15p0;
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// VectorOp:22
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vec4 n_out22p0 = n_out18p0 + n_out19p0;
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float n_out22p4 = n_out22p0.a;
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// Output:0
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ALBEDO = vec3(n_out22p0.xyz);
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ALPHA = n_out22p4;
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}
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"
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modes/depth_draw = 1
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flags/depth_prepass_alpha = true
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preview_params/Texture2DParameter = "Resource(\"uid://bmor4v4j7krgh\", \"res://Scenes/TowerBase/funboxtex.png\")"
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