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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) { float sine = sin(rotation); float cosine = cos(rotation); uv -= pivot; uv.x = uv.x * cosine - uv.y * sine; uv.y = uv.x * sine + uv.y * cosine; uv += pivot; return uv; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, rotateUV(base_uv, vec2(0.5), 3.14/2.0)); ALBEDO = albedo.rgb * albedo_tex.rgb; METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; } " [sub_resource type="ShaderMaterial" id=6] shader = SubResource( 5 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/metallic = 0.0 shader_param/roughness = 1.0 shader_param/point_size = 1.0 shader_param/uv1_scale = Vector3( 5, 50, 0 ) shader_param/uv1_offset = Vector3( 0.14, -0.525, 0 ) shader_param/uv2_scale = Vector3( 1, 1, 1 ) shader_param/uv2_offset = Vector3( 0, 0, 0 ) shader_param/texture_albedo = ExtResource( 2 ) [sub_resource type="SpatialMaterial" id=7] albedo_color = Color( 0.333333, 0.262745, 0.262745, 1 ) roughness = 0.76 [sub_resource type="SpatialMaterial" id=2] albedo_color = Color( 0.0862745, 0.929412, 0.858824, 1 ) [sub_resource type="SphereMesh" id=3] material = SubResource( 2 ) flip_faces = true [sub_resource type="BoxShape" id=8] extents = Vector3( 226.72, 25.6138, 197.933 ) [node name="Spatial" instance=ExtResource( 1 )] [node name="PlayerSpawnLocation" parent="." index="1"] transform = Transform( -0.726143, 0, 0.687544, 0, 1, 0, -0.687544, 0, -0.726143, 3.26113, 52.1483, 95.1165 ) [node name="Track" parent="." index="2"] track_path = NodePath("../Path") checkpoint_count = 30 checkpoint_dim = Vector2( 25, 25 ) [node name="Path" type="Path" parent="." index="3"] transform = Transform( 1.06734, 0, 0, 0, 1.06734, 0, 0, 0, 1.06734, 8.02585, 1.25703, 17.8349 ) curve = SubResource( 4 ) [node name="Track" type="CSGPolygon" parent="Path" index="0"] use_collision = true polygon = PoolVector2Array( -10, -3, -2, -1, 2, 0, 10, 3 ) mode = 2 path_node = NodePath("..") path_interval_type = 0 path_interval = 10.0 path_simplify_angle = 0.0 path_rotation = 2 path_local = true path_continuous_u = true path_u_distance = 1.0 path_joined = true material = SubResource( 6 ) [node name="Rails" type="CSGPolygon" parent="Path" index="1"] use_collision = true polygon = PoolVector2Array( -10, 3, -12, 3, -12, -3.1, 12, -3.1, 12, 6, 10, 6, 10, 2.9, -10, -3.1 ) mode = 2 path_node = NodePath("..") path_interval_type = 0 path_interval = 10.0 path_simplify_angle = 0.0 path_rotation = 2 path_local = true path_continuous_u = true path_u_distance = 1.0 path_joined = true material = SubResource( 7 ) [node name="Background" type="MeshInstance" parent="." index="4"] transform = Transform( 224.434, 0, 0, 0, 224.434, 0, 0, 0, 224.434, 0, 0, 0 ) mesh = SubResource( 3 ) material/0 = null [node name="ResetArea" type="Area" parent="." index="5"] [node name="CollisionShape" type="CollisionShape" parent="ResetArea" index="0"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -106.576, 0 ) shape = SubResource( 8 ) [connection signal="body_entered" from="ResetArea" to="." method="_on_ResetArea_body_entered"]