48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								shader_type spatial;
							 | 
						||
| 
								 | 
							
								render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								uniform float gammaA = 1.0;
							 | 
						||
| 
								 | 
							
								uniform sampler2D channelTextureA : hint_default_white, filter_linear_mipmap, repeat_enable;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								uniform float gammaB = 1.0;
							 | 
						||
| 
								 | 
							
								uniform sampler2D channelTextureB : hint_default_white, filter_linear_mipmap, repeat_enable;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								uniform float gammaC = 1.0;
							 | 
						||
| 
								 | 
							
								uniform sampler2D channelTextureC : hint_default_black, filter_linear_mipmap, repeat_enable;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								uniform vec3 uv1_scale = vec3( 1, 1, 1 );
							 | 
						||
| 
								 | 
							
								uniform vec3 uv1_offset = vec3( 0, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void vertex()
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
									UV = UV * uv1_scale.xy + uv1_offset.xy;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								vec4 getColor( vec2 uv, sampler2D channelTexture, int index, float gammaPower )
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								  vec4 color = texture( channelTexture, uv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  vec4 outputColor = index == 0 ? vec4( color.r, 0, 0, 1 ) :
							 | 
						||
| 
								 | 
							
								                     index == 1 ? vec4( 0, color.g, 0, 1 ) :
							 | 
						||
| 
								 | 
							
								                                  vec4( 0, 0, color.b, 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  outputColor.rgb = gamma( outputColor.rgb, gammaPower );
							 | 
						||
| 
								 | 
							
								  return outputColor;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void fragment()
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									vec4 colorA = getColor( UV, channelTextureA, 0, gammaA );
							 | 
						||
| 
								 | 
							
								  vec4 colorB = getColor( UV, channelTextureB, 1, gammaB );
							 | 
						||
| 
								 | 
							
								  vec4 colorC = getColor( UV, channelTextureC, 2, gammaC );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									ALBEDO = colorA.rgb + colorB.rgb + colorC.rgb;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 |