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[gd_scene load_steps=13 format=2] | |
[ext_resource path="res://xray_material.tres" type="Material" id=2] | |
[sub_resource type="GDScript" id=1] | |
script/source = "extends Spatial | |
func _ready(): | |
#($Spatial2/CSGBox.material as SpatialMaterial).albedo_color = Color(1.0,1.0,1.0) | |
pass |
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[gd_scene load_steps=27 format=2] | |
[sub_resource type="VisualShaderNodeInput" id=1] | |
input_name = "light_pass" | |
[sub_resource type="VisualShaderNodeSwitch" id=2] | |
[sub_resource type="VisualShaderNodeTexture" id=3] | |
source = 1 |
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[gd_scene load_steps=31 format=2] | |
[sub_resource type="VisualShaderNodeInput" id=1] | |
input_name = "light_pass" | |
[sub_resource type="VisualShaderNodeSwitch" id=2] | |
[sub_resource type="VisualShaderNodeTexture" id=3] | |
source = 1 |
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[gd_resource type="ShaderMaterial" load_steps=7 format=2] | |
[sub_resource type="VisualShaderNodeGlobalExpression" id=1] | |
size = Vector2( 690, 490 ) | |
expression = "float checker(vec3 uva){ | |
vec3 c = uva; | |
c *= 40.0;//square modifier, recommended values (20,40,80,160) | |
c = mod(trunc(c), 2.0); | |
float r = 0.0; | |
if(c.x > 0.0 && c.y < 1.0){ |
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extends Node | |
func _ready(): | |
# To flip the viewport on Windows (USED FOR TESTING) | |
if ("Windows" == OS.get_name()) and OS.is_debug_build(): | |
var vp: Viewport = get_tree().get_root() | |
vp.render_target_v_flip = true | |