01ea3af253
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
63 lines
1.3 KiB
Plaintext
63 lines
1.3 KiB
Plaintext
[gd_scene load_steps=7 format=2]
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[ext_resource path="res://assets/ui/themes/bck.jpg" type="Texture2D" id=1]
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[sub_resource type="VisualShaderNodeInput" id=1]
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input_name = "screen_uv"
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[sub_resource type="VisualShaderNodeTexture" id=2]
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texture = ExtResource( 1 )
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texture_type = 1
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[sub_resource type="VisualShaderNodeInput" id=3]
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input_name = "screen_texture"
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[sub_resource type="VisualShader" id=4]
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code = "shader_type canvas_item;
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uniform sampler2D tex_frg_4 : source_color;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Texture:4
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vec4 tex_frg_4_read = texture(tex_frg_4, UV.xy);
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vec3 n_out4p0 = tex_frg_4_read.rgb;
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float n_out4p1 = tex_frg_4_read.a;
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// Output:0
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COLOR.rgb = n_out4p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -1049.92, -300 )
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mode = 1
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flags/light_only = false
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nodes/fragment/3/node = SubResource( 1 )
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nodes/fragment/3/position = Vector2( -840, 460 )
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nodes/fragment/4/node = SubResource( 2 )
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nodes/fragment/4/position = Vector2( -80, 60 )
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nodes/fragment/5/node = SubResource( 3 )
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nodes/fragment/5/position = Vector2( -1000, 20 )
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nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0 )
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[sub_resource type="ShaderMaterial" id=5]
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shader = SubResource( 4 )
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[node name="BackgroundPicture" type="Panel"]
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material = SubResource( 5 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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