Add CollectableType.None and update project settings for Godot 4.6
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@@ -1,4 +1,4 @@
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[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://bs4xvm4qkurpr"]
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[gd_resource type="VisualShader" format=3 uid="uid://bs4xvm4qkurpr"]
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_m0j3m"]
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parameter_name = "tint"
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@@ -15,51 +15,6 @@ default_input_values = [0, 0.0, 1, 1.0, 2, 1e-05, 3, Vector3(0, 0, 0), 4, Vector
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input_name = "color"
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[resource]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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uniform bool enabled = false;
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uniform vec4 tint : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
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void fragment() {
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// BooleanParameter:3
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bool n_out3p0 = enabled;
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// ColorParameter:2
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vec4 n_out2p0 = tint;
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// Input:5
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vec4 n_out5p0 = COLOR;
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vec3 n_out4p0;
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// If:4
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float n_in4p1 = 1.00000;
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float n_in4p2 = 0.00001;
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if(abs((n_out3p0 ? 1.0 : 0.0) - n_in4p1) < n_in4p2)
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{
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n_out4p0 = vec3(n_out2p0.xyz);
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}
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else if((n_out3p0 ? 1.0 : 0.0) < n_in4p1)
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{
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n_out4p0 = vec3(n_out5p0.xyz);
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}
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else
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{
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n_out4p0 = vec3(n_out5p0.xyz);
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}
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// Output:0
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COLOR.rgb = n_out4p0;
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}
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"
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mode = 1
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flags/light_only = false
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nodes/fragment/0/position = Vector2(740, 560)
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