[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://bs4xvm4qkurpr"] [sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_m0j3m"] parameter_name = "tint" default_value_enabled = true [sub_resource type="VisualShaderNodeBooleanParameter" id="VisualShaderNodeBooleanParameter_wd72c"] parameter_name = "enabled" default_value_enabled = true [sub_resource type="VisualShaderNodeIf" id="VisualShaderNodeIf_i6y1w"] default_input_values = [0, 0.0, 1, 1.0, 2, 1e-05, 3, Vector3(0, 0, 0), 4, Vector3(0, 0, 0), 5, Vector3(0, 0, 0)] [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_752me"] input_name = "color" [resource] code = "shader_type canvas_item; render_mode blend_mix; uniform bool enabled = false; uniform vec4 tint : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000); void fragment() { // BooleanParameter:3 bool n_out3p0 = enabled; // ColorParameter:2 vec4 n_out2p0 = tint; // Input:5 vec4 n_out5p0 = COLOR; vec3 n_out4p0; // If:4 float n_in4p1 = 1.00000; float n_in4p2 = 0.00001; if(abs((n_out3p0 ? 1.0 : 0.0) - n_in4p1) < n_in4p2) { n_out4p0 = vec3(n_out2p0.xyz); } else if((n_out3p0 ? 1.0 : 0.0) < n_in4p1) { n_out4p0 = vec3(n_out5p0.xyz); } else { n_out4p0 = vec3(n_out5p0.xyz); } // Output:0 COLOR.rgb = n_out4p0; } " mode = 1 flags/light_only = false nodes/fragment/0/position = Vector2(740, 560) nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_m0j3m") nodes/fragment/2/position = Vector2(80, 260) nodes/fragment/3/node = SubResource("VisualShaderNodeBooleanParameter_wd72c") nodes/fragment/3/position = Vector2(80, 560) nodes/fragment/4/node = SubResource("VisualShaderNodeIf_i6y1w") nodes/fragment/4/position = Vector2(480, 560) nodes/fragment/5/node = SubResource("VisualShaderNodeInput_752me") nodes/fragment/5/position = Vector2(80, 840) nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 2, 0, 4, 3, 4, 0, 0, 0, 5, 0, 4, 4, 5, 0, 4, 5)