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puzzle-quest/assets/materials/MA_Dissolve.material
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RSRCShaderMaterialÿÿÿÿÿÿÿÿ resource_local_to_sceneresource_namecodescriptrender_priority
next_passshadershader_parameter/Base_Colorshader_parameter/tex_frg_8local://Shader_tvdh1~,res://assets/materials/MA_Dissolve.materialShaderpshader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 Base_Color : source_color;
uniform sampler2D tex_frg_8;
void fragment() {
// ColorParameter:11
vec4 n_out11p0 = Base_Color;
// Input:2
vec2 n_out2p0 = UV;
// Texture2D:8
vec4 n_out8p0 = texture(tex_frg_8, n_out2p0);
// Input:4
float n_out4p0 = TIME;
// FloatFunc:5
float n_out5p0 = sin(n_out4p0);
// FloatOp:6
float n_in6p1 = 2.00000;
float n_out6p0 = n_out5p0 / n_in6p1;
// FloatOp:13
float n_out13p0 = n_out8p0.x - n_out6p0;
// FloatFunc:17
float n_out17p0 = roundEven(n_out13p0);
// FloatOp:18
float n_in18p1 = 0.05000;
float n_out18p0 = n_out13p0 - n_in18p1;
// FloatOp:19
float n_in19p0 = 1.00000;
float n_out19p0 = n_in19p0 - n_out18p0;
// FloatFunc:20
float n_out20p0 = roundEven(n_out19p0);
// ColorConstant:22
vec4 n_out22p0 = vec4(0.953125, 0.237244, 0.018097, 1.000000);
// VectorOp:21
vec3 n_out21p0 = vec3(n_out20p0) * vec3(n_out22p0.xyz);
// Output:0
ALBEDO = vec3(n_out11p0.xyz);
ALPHA = n_out17p0;
EMISSION = n_out21p0;
}
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