[gd_resource type="VisualShader" load_steps=7 format=3 uid="uid://44g7mn3konwc"]

[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_di43x"]
parameter_name = "Texture2DParameter"
texture_type = 1

[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_77j23"]
source = 5

[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_wfaag"]
input_name = "uv2"

[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_akd1a"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(5.915, 0, 0)]
operator = 2

[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_8nbpg"]
constant = 2.0

[sub_resource type="VisualShaderNodeDistanceFade" id="VisualShaderNodeDistanceFade_m5j6g"]
default_input_values = [0, 1.0, 1, 10.0]

[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;

uniform sampler2D Texture2DParameter : source_color;



void fragment() {
// DistanceFade:8
	float n_in8p0 = 1.00000;
	float n_in8p1 = 10.00000;
	float n_out8p0 = clamp(smoothstep(n_in8p0, n_in8p1,-VERTEX.z),0.0,1.0);


// Input:5
	vec2 n_out5p0 = UV2;


	vec4 n_out4p0;
// Texture2D:4
	n_out4p0 = texture(Texture2DParameter, n_out5p0);


// FloatConstant:7
	float n_out7p0 = 2.000000;


// VectorOp:6
	vec3 n_out6p0 = vec3(n_out4p0.xyz) * vec3(n_out7p0);


// Output:0
	ALPHA = n_out8p0;
	EMISSION = n_out6p0;


}
"
nodes/fragment/3/node = SubResource("VisualShaderNodeTexture2DParameter_di43x")
nodes/fragment/3/position = Vector2(-580, 240)
nodes/fragment/4/node = SubResource("VisualShaderNodeTexture_77j23")
nodes/fragment/4/position = Vector2(-220, 400)
nodes/fragment/5/node = SubResource("VisualShaderNodeInput_wfaag")
nodes/fragment/5/position = Vector2(-560, 580)
nodes/fragment/6/node = SubResource("VisualShaderNodeVectorOp_akd1a")
nodes/fragment/6/position = Vector2(40, 420)
nodes/fragment/7/node = SubResource("VisualShaderNodeFloatConstant_8nbpg")
nodes/fragment/7/position = Vector2(-220, 580)
nodes/fragment/8/node = SubResource("VisualShaderNodeDistanceFade_m5j6g")
nodes/fragment/8/position = Vector2(-20, 180)
nodes/fragment/connections = PackedInt32Array(5, 0, 4, 0, 3, 0, 4, 2, 4, 0, 6, 0, 7, 0, 6, 1, 8, 0, 0, 1, 6, 0, 0, 5)
