2025-05-18 17:11:31 +00:00
										 
									 
								 
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								// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Cameras.gdshaderinc"
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											2025-06-10 13:16:36 +00:00
										 
									 
								 
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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											2025-04-01 12:06:15 +00:00
										 
									 
								 
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								bool cameraContainsLayerIndex( int layerIndex, uint _CAMERA_VISIBLE_LAYERS )
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								{
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								  uint layer = uint( 1 << ( layerIndex - 1 ) );
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								  return ( _CAMERA_VISIBLE_LAYERS & layer ) == layer;
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								}
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								bool cameraHasOnlyLayerIndex( int layerIndex, uint _CAMERA_VISIBLE_LAYERS )
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								{
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								  uint layer = uint( 1 << ( layerIndex - 1 ) );
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								  return _CAMERA_VISIBLE_LAYERS == layer;
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											2025-06-10 13:16:36 +00:00
										 
									 
								 
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								}
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								float cameraDistanceLocal( vec3 localPosition, vec3 _CAMERA_POSITION_WORLD, mat4 _MODEL_MATRIX )
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								{
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								  vec3 worldPosition = localToWorld( localPosition, _MODEL_MATRIX );
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								  return length( worldPosition - _CAMERA_POSITION_WORLD );
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								}
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								float cameraDistanceAmount( vec3 localPosition, vec3 _CAMERA_POSITION_WORLD, mat4 _MODEL_MATRIX, float close, float far )
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								{
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								  float distance = cameraDistanceLocal( localPosition, _CAMERA_POSITION_WORLD, _MODEL_MATRIX );
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								  float mapped = ( distance - close ) / ( far - close );
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								  return clamp( mapped, 0, 1 );
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								}
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											2025-09-17 08:25:03 +00:00
										 
									 
								 
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								float cameraDistanceFade( vec3 vertexViewPosition, float fadeOutDistance, float fadeInDistance )
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								{
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								  float vertexDistance = length( vertexViewPosition );
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								  return clamp( smoothstep( fadeOutDistance, fadeInDistance, vertexDistance ), 0.0, 1.0 );
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								}
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