45 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			45 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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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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								render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, alpha_to_coverage_and_one;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								uniform vec4 albedo : source_color;
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								uniform sampler2D screenTexture:
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								  hint_screen_texture,
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								  repeat_disable,
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								  filter_linear_mipmap;
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								uniform float effectStrength: hint_range(0,1) = 1;
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								void vertex()
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								{
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								  mat3 viewMatrix = VIEW_MATRIX;
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									UV = UV * uv1_scale.xy + uv1_offset.xy;
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									VERTEX += NORMAL * grow;
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								}
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								void fragment()
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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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									ALBEDO = albedo.rgb * albedo_tex.rgb;
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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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									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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