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								shader_type spatial;
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								render_mode  unshaded;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"
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								uniform vec4 albedo : source_color;
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								uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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								uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);
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								uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
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								uniform ivec2 albedo_texture_size;
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								uniform float centerDistance = 100;
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								uniform float rangeDistance  = 50;
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								void vertex()
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								{
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								}
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								void fragment()
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								{
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								  vec4 albedo_tex = texture( texture_albedo, UV);
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								  vec3 worldPosition = ( INV_VIEW_MATRIX * vec4( VERTEX, 1.0 ) ).xyz;
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								  float worldDistance = length( worldPosition - CAMERA_POSITION_WORLD );
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								  float range = rangeDistance / 2.0;
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								  float value = normalizeToRange01( worldDistance,
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								   centerDistance - range, centerDistance + range
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								  );
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									ALBEDO = vec3( 1, 1, 1 ) * value;
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									ALPHA *= albedo.a * albedo_tex.a;
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									ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
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									ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
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									ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);
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								}
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