2025-06-10 13:16:36 +00:00
										 
									 
								 
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								// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Normals.gdshaderinc"
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											2025-09-17 08:25:03 +00:00
										 
									 
								 
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								vec3 computeNormalFromHeightMap( sampler2D _heightMap, vec2 _uv, float size, float strength )
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								{
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								  float l = texture( _heightMap, _uv + vec2( -size, 0 ) ).r * strength;
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								  float r = texture( _heightMap, _uv + vec2( size, 0 ) ).r * strength;
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								  float d = texture( _heightMap, _uv + vec2( 0, -size ) ).r * strength;
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								  float u = texture( _heightMap, _uv + vec2( 0,  size ) ).r * strength;
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								  return normalize( vec3( l - r, 2.0 * size, d - u ) );
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								}
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											2025-06-10 13:16:36 +00:00
										 
									 
								 
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								vec3 scaleNormalMap( vec3 normal, float scale )
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								{ 
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								  normal -= vec3( 0.5 );
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								  normal *= scale;
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								  normal += vec3( 0.5 );
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								  return normal;
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								}
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								vec3 addNormalMaps( vec3 a, vec3 b )
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								{ 
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								  a -= vec3( 0.5 );
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								  b -= vec3( 0.5 );
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								  vec3 result = a + b;
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								  return result + 0.5;
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											2025-08-31 06:05:39 +00:00
										 
									 
								 
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								}
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								vec3 getNormal( sampler2D _normalTexture, vec2 screenUV )
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								{
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								  return textureLod( _normalTexture, screenUV, 0.0 ).rgb * 2.0 - vec3( 1.0 );
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								}
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								vec3 getNormalAtViewPosition( sampler2D _normalTexture, vec3 viewPosition, mat4 _PROJECTION_MATRIX )
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								{
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								  vec2 screenPosition = viewToScreen( viewPosition, _PROJECTION_MATRIX );
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								  return getNormal( _normalTexture, screenPosition );
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								}
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								vec4 getNormalRoughness( sampler2D _normalTexture, vec2 screenUV )
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								{
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								  vec4 sample = textureLod( _normalTexture, screenUV, 0.0 );
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								  return vec4( sample.rgb * 2.0 - vec3( 1.0 ), sample.a );
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								}
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								vec4 getNormalRoughnessAtViewPosition( sampler2D _normalTexture, vec3 viewPosition, mat4 _PROJECTION_MATRIX )
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								{
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								  vec2 screenPosition = viewToScreen( viewPosition, _PROJECTION_MATRIX );
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								  return getNormalRoughness( _normalTexture, screenPosition );
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								}
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