| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  | // NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | shader_type spatial; | 
					
						
							|  |  |  | render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" | 
					
						
							|  |  |  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" | 
					
						
							|  |  |  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform vec4 albedo : source_color; | 
					
						
							|  |  |  | uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform float roughness : hint_range(0.0, 1.0); | 
					
						
							|  |  |  | uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | uniform vec4 metallic_texture_channel; | 
					
						
							|  |  |  | uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform float specular : hint_range(0.0, 1.0, 0.01); | 
					
						
							|  |  |  | uniform float metallic : hint_range(0.0, 1.0, 0.01); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | uniform float normal_scale : hint_range(-16.0, 16.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | uniform vec4 ao_texture_channel; | 
					
						
							|  |  |  | uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uniform vec3 uv1_scale; | 
					
						
							|  |  |  | uniform vec3 uv1_offset; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-03-25 06:58:53 +00:00
										 |  |  | uniform bool windEnabled = false; | 
					
						
							| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  | uniform float windStrength = 0; | 
					
						
							|  |  |  | uniform vec2 windSpeed = vec2(1,1); | 
					
						
							|  |  |  | uniform float windScale = 1; | 
					
						
							|  |  |  | uniform sampler2D windNoise; | 
					
						
							|  |  |  | uniform vec2 windNoiseAngleOffset; | 
					
						
							|  |  |  | uniform vec2 windNoiseStrengthOffset; | 
					
						
							|  |  |  | uniform float windStart = 0; | 
					
						
							|  |  |  | uniform float windEnd = 1; | 
					
						
							|  |  |  | uniform float windWeightCurve:hint_range(0,1) = 0.5f; | 
					
						
							|  |  |  | uniform float windHeightCompensation :hint_range(0,1) = 0.5f; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-03-25 06:58:53 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  | void vertex()  | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	UV = UV * uv1_scale.xy + uv1_offset.xy; | 
					
						
							| 
									
										
										
										
											2025-03-25 06:58:53 +00:00
										 |  |  |        | 
					
						
							|  |  |  |   if ( windEnabled ) | 
					
						
							|  |  |  |   {     | 
					
						
							|  |  |  |     float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd ); | 
					
						
							|  |  |  |     float rawWindAmount = windAmount; | 
					
						
							|  |  |  |     windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve ); | 
					
						
							|  |  |  |     vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz; | 
					
						
							|  |  |  |     vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale; | 
					
						
							|  |  |  |     float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0; | 
					
						
							|  |  |  |     float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength; | 
					
						
							|  |  |  |     vec2 circle = onCircle( angle ) * strength; | 
					
						
							|  |  |  |     VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX ); | 
					
						
							|  |  |  |     float minY = min( VERTEX.y, 0 );    // VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f ); | 
					
						
							|  |  |  |     VERTEX.y = mix( VERTEX.y, max( minY, VERTEX.y - strength * windAmount), windHeightCompensation * 4.0f ); | 
					
						
							|  |  |  |    | 
					
						
							|  |  |  |   } | 
					
						
							| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  |    | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void fragment()  | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	vec2 base_uv = UV; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec4 albedo_tex = texture(texture_albedo, base_uv); | 
					
						
							|  |  |  | 	ALBEDO = albedo.rgb * albedo_tex.rgb; | 
					
						
							|  |  |  |    | 
					
						
							| 
									
										
										
										
											2025-03-25 06:58:53 +00:00
										 |  |  |    | 
					
						
							| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  | 	float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); | 
					
						
							|  |  |  | 	METALLIC = metallic_tex * metallic; | 
					
						
							|  |  |  | 	SPECULAR = specular; | 
					
						
							|  |  |  |    | 
					
						
							|  |  |  | 	vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 	float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); | 
					
						
							|  |  |  | 	ROUGHNESS = roughness_tex * roughness; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	NORMAL_MAP = texture(texture_normal, base_uv).rgb; | 
					
						
							|  |  |  | 	NORMAL_MAP_DEPTH = normal_scale; | 
					
						
							| 
									
										
										
										
											2025-03-25 06:58:53 +00:00
										 |  |  |    | 
					
						
							| 
									
										
										
										
											2025-01-17 17:44:27 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel); | 
					
						
							|  |  |  | 	AO_LIGHT_AFFECT = ao_light_affect; | 
					
						
							|  |  |  | } |