fixed camera and sword animation issue and upgraded to Godot 4.6
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@@ -1,4 +1,4 @@
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[gd_resource type="VisualShader" load_steps=15 format=3 uid="uid://c4iaaegacffb1"]
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[gd_resource type="VisualShader" format=3 uid="uid://c4iaaegacffb1"]
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_e8a82"]
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default_input_values = [0, 0.0, 1, 5.0]
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@@ -50,85 +50,6 @@ op_type = 2
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[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_5l1m1"]
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
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// Varyings
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varying vec3 var_world_pos;
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uniform vec4 ColorParameter : source_color;
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uniform sampler2D Noise;
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void vertex() {
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// Input:3
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mat4 n_out3p0 = MODEL_MATRIX;
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// Input:4
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vec3 n_out4p0 = VERTEX;
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float n_out4p1 = n_out4p0.r;
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float n_out4p2 = n_out4p0.g;
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float n_out4p3 = n_out4p0.b;
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// TransformVectorMult:6
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vec3 n_out6p0 = (n_out3p0 * vec4(n_out4p0, 1.0)).xyz;
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// VaryingSetter:2
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var_world_pos = n_out6p0;
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}
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void fragment() {
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// ColorParameter:2
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vec4 n_out2p0 = ColorParameter;
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// VaryingGetter:5
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vec3 n_out5p0 = var_world_pos;
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float n_out5p1 = n_out5p0.r;
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float n_out5p2 = n_out5p0.g;
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// VectorCompose:6
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vec2 n_out6p0 = vec2(n_out5p1, n_out5p2);
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// Input:9
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float n_out9p0 = TIME;
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// FloatOp:10
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float n_in10p1 = 5.00000;
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float n_out10p0 = n_out9p0 / n_in10p1;
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// VectorOp:8
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vec2 n_out8p0 = n_out6p0 + vec2(n_out10p0);
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vec4 n_out4p0;
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// Texture2D:4
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n_out4p0 = texture(Noise, n_out8p0);
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// VectorOp:7
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vec3 n_out7p0 = vec3(n_out2p0.xyz) * vec3(n_out4p0.xyz);
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// Output:0
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ALBEDO = n_out7p0;
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ALPHA = n_out4p0.x;
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EMISSION = n_out7p0;
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}
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"
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varyings/world_pos = "0,4"
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nodes/vertex/0/position = Vector2(560, 80)
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nodes/vertex/2/node = SubResource("VisualShaderNodeVaryingSetter_e8a82")
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