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								// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
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								shader_type spatial;
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								render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
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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/Colors.gdshaderinc"
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								uniform vec4 albedo : source_color;
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								uniform vec4 hslVariation;
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								uniform float hslVariationUVScale;
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								uniform vec2 hslVariationUVOffset;
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								uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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								varying vec3 albedoColor;
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								uniform float albedoToBacklight: hint_range(0.0, 1.0);
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								uniform vec3 backlight: source_color;
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								uniform float roughness : hint_range(0.0, 1.0);
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								uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
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								uniform vec4 metallic_texture_channel;
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								uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
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								uniform float specular : hint_range(0.0, 1.0, 0.01);
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								uniform float metallic : hint_range(0.0, 1.0, 0.01);
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								uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable;
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								uniform float normal_scale : hint_range(-16.0, 16.0);
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								uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable;
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								uniform vec4 ao_texture_channel;
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								uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
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								uniform vec3 uv1_scale;
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								uniform vec3 uv1_offset;
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								uniform bool windEnabled = false;
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								uniform float windStrength = 0;
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								uniform vec2 windSpeed = vec2(1,1);
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								uniform float windScale = 1;
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								uniform sampler2D windNoise;
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								uniform vec2 windNoiseAngleOffset;
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								uniform vec2 windNoiseStrengthOffset;
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								uniform float windStart = 0;
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								uniform float windEnd = 1;
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								uniform float windWeightCurve:hint_range(0,1) = 0.5f;
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								uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
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								uniform bool obstaclesEnabeld = false;
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								uniform vec4 obstacle1 = vec4( 0, 0, 0, 0 );
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								uniform vec4 obstacle2 = vec4( 0, 0, 0, 0 );
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								uniform vec4 obstacle3 = vec4( 0, 0, 0, 0 );
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								uniform vec4 obstacle4 = vec4( 0, 0, 0, 0 );
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								uniform float obstacleDeformationPower = 1.0;
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								uniform float obstacleDeformation = 1.0;
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								uniform float obstacleScale = 1.0;
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								uniform float maxDeformation = 0.3;
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								uniform float maxYOffset = 0.1;
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								uniform float obstacleYScale = 1.0;
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								vec3 deform( vec3 worldPosition, vec4 obstacle )
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								{
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								  vec3 direction = ( worldPosition - obstacle.xyz ) * vec3( 1.0, obstacleYScale, 1.0 );
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								  float d = length( direction );
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								  float size = obstacle.w * obstacleScale;
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								  if ( d < size && d >= 0.0 )
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								  {
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								    float amount = max( 0, ( size - d ) );
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								    amount = pow( amount, obstacleDeformationPower ) * obstacleDeformation;
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								    return worldPosition + normalize( direction ) * amount;
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								  }
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								  return worldPosition;
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								}
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								vec3 limitDeform( vec3 originalWorldPosition, vec3 deformedWorldPosition )
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								{
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								  vec3 direction =originalWorldPosition - deformedWorldPosition;
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								  float d = length( direction );
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								  vec3 outputPosition = deformedWorldPosition;
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								  if ( d > maxDeformation )
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								  {
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								    outputPosition = originalWorldPosition + -normalize( direction ) * maxDeformation;
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								  }
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								  outputPosition.y = clamp( outputPosition.y, originalWorldPosition.y - maxYOffset, originalWorldPosition.y + maxYOffset );
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								  return outputPosition;
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								}
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								void vertex()
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								{
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									UV = UV * uv1_scale.xy + uv1_offset.xy;
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								  vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz;
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								  vec2 worldUV = worldVertex.xz * hslVariationUVScale;
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								  float hslAmountValue = ( 2.0 * texture( windNoise, mod( worldUV, vec2( 1,1 ) ) ).r - 1.0 );
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								  vec3 albedoHSL = RGBtoHSL( albedo.rgb ) + hslAmountValue * hslVariation.xyz;
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								  //albedoHSL = RGBtoHSL( albedo.rgb );
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								  //albedoHSL.y *= 1.0;
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								  albedoHSL.x = mod( albedoHSL.x, 1 );
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								  albedoHSL = clamp( albedoHSL, vec3( 0,0,0 ), vec3( 1,1,1 ) );
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								  albedoColor = mix( albedo.rgb, HSLtoRGB( albedoHSL ), hslVariation.w );
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								  if ( obstaclesEnabeld )
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								  {
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								    vec3 originalWorldVertex = worldVertex;
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								    worldVertex = deform( worldVertex, obstacle1 );
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								    worldVertex = deform( worldVertex, obstacle2 );
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								    worldVertex = deform( worldVertex, obstacle3 );
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								    worldVertex = deform( worldVertex, obstacle4 );
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								    worldVertex = limitDeform( originalWorldVertex, worldVertex );
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								  }
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											2025-07-18 12:06:09 +00:00
										 
									 
								 
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								  if ( windEnabled )
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								  {
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											2025-07-22 14:08:22 +00:00
										 
									 
								 
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								    float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd );
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								    float rawWindAmount = windAmount;
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								    windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve );
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								    vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale;
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								    float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0;
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								    float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength;
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								    vec2 circle = onCircle( angle ) * strength;
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											2025-07-22 14:08:22 +00:00
										 
									 
								 
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								    worldVertex += vec3( circle.x, 0, circle.y ) * windAmount;
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								    // VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX );
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								    VERTEX = worldToLocal( worldVertex, MODEL_MATRIX );
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								    float minY = min( VERTEX.y, 0 );    // VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f );
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								    VERTEX.y = mix( VERTEX.y, max( minY, VERTEX.y - strength * windAmount), windHeightCompensation * 4.0f );
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								  }
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											2025-01-17 17:44:27 +00:00
										 
									 
								 
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								}
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								void fragment()
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											2025-01-17 17:44:27 +00:00
										 
									 
								 
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								{
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									vec2 base_uv = UV;
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									vec4 albedo_tex = texture(texture_albedo, base_uv);
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											2025-04-01 12:06:15 +00:00
										 
									 
								 
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									ALBEDO = albedoColor * albedo_tex.rgb;
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											2025-07-18 12:06:09 +00:00
										 
									 
								 
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								  BACKLIGHT = ALBEDO * albedoToBacklight + backlight;
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											2025-01-17 17:44:27 +00:00
										 
									 
								 
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									float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
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									METALLIC = metallic_tex * metallic;
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									SPECULAR = specular;
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									vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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									float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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									ROUGHNESS = roughness_tex * roughness;
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									NORMAL_MAP = texture(texture_normal, base_uv).rgb;
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									NORMAL_MAP_DEPTH = normal_scale;
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											2025-07-20 11:22:12 +00:00
										 
									 
								 
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											2025-01-17 17:44:27 +00:00
										 
									 
								 
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									AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);
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									AO_LIGHT_AFFECT = ao_light_affect;
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								}
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