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								using Godot;
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								using System.Reflection;
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								using System.Collections.Generic;
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								using System.Linq;
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								namespace Rokojori
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								{ 
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								  [Tool]
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								  [GlobalClass]
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								  public partial class FresnelFading:FadingModifier
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								  {     
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								    [Export]
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								    public bool advancedControls = true;
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								    public override bool IsSameType( FadingModifier modifier )
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								    {
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								      if ( modifier is FresnelFading ff )
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								      {
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								        return ff.advancedControls == advancedControls;
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								      }
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								      return false;
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								    }
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								    public override List<ShaderCode> GetFadingCode( ShaderGenerationContext context, int offsetIndex, AlphaFadeMode parentFadeMode )
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								    {
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								      if ( advancedControls )
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								      {
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								        return GetFadingCodeAdvanced( context, offsetIndex, parentFadeMode );
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								      }
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								      else
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								      {
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								        return GetFadingCodeSimple( context, offsetIndex, parentFadeMode );
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								      }
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								      return null;
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								    }
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								    public List<ShaderCode> GetFadingCodeSimple( ShaderGenerationContext context, int offsetIndex, AlphaFadeMode parentFadeMode )
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								    {
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								      var alphaFadeMode = GetFadeMode( parentFadeMode );
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								      var suffix = GetSuffix( offsetIndex );
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								      if ( context.isIncludesPhase )
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								      {
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								        return IncludeLightLibrary().Concat( IncludeMathLibrary() );
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								      }
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								      if ( context.isVariablesPhase )
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								      {
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								        var code = 
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								        $@"
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								        uniform float fresnelFadingPower{suffix} = 1.0f;
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								        uniform bool fresnelFadingInverse{suffix} = false;
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								        ";
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								        return ToCode( code.Indent( "  " ) );
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								      }
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								      if ( context.isFragmentPhase )
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								      {
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								        var code = 
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								        $@"
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								        float fresnelFadingAlpha{suffix} = clamp01( fresnelNormalizedFromView( NORMAL,  fresnelFadingPower{suffix} ) );  
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								        if ( ! fresnelFadingInverse{suffix} )
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								        {{ fresnelFadingAlpha{suffix} = 1.0 - fresnelFadingAlpha{suffix}; }}      
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								        ";
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								        return ToCode( code.Indent( "  " ) ).Concat(  ToCode( AlphaFade.Fragment( "fresnelFadingAlpha" + suffix, alphaFadeMode ) ) );
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								      }
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								      return [];
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								    }   
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								    public List<ShaderCode> GetFadingCodeAdvanced( ShaderGenerationContext context, int offsetIndex, AlphaFadeMode parentFadeMode )
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								    {
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								      var alphaFadeMode = GetFadeMode( parentFadeMode );
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								      var suffix = GetSuffix( offsetIndex );
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								      if ( context.isIncludesPhase )
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								      {
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								        return IncludeLightLibrary();
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								      }
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								      if ( context.isVariablesPhase )
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								      {
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								        var code = 
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								        $@"
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								        uniform float advancedFresnelFadingZOffset{suffix} = 0.0f;
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								        uniform float advancedFresnelFadingPower{suffix} = 1.0f;
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								        uniform float advancedFresnelFadingPostScale{suffix} = 1.0f;
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								        uniform float advancedFresnelFadingPostOffset{suffix} = 0.0f;
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											2025-09-26 12:00:59 +00:00
										 
									 
								 
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								        uniform bool advancedFresnelFadingInverse{suffix} = false;
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											2025-09-17 08:25:03 +00:00
										 
									 
								 
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								        ";
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								        return ToCode( code.Indent( "" ) );
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								      }
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								      if ( context.isFragmentPhase )
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								      {
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								        var code = 
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								        $@"
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								        float advancedFresnelFadingAlpha{suffix} = clamp01( fresnelNormalizedFromViewAdvanced( NORMAL,  
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								                                                      advancedFresnelFadingZOffset{suffix},
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								                                                      advancedFresnelFadingPower{suffix},
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								                                                      advancedFresnelFadingPostScale{suffix}, 
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								                                                      advancedFresnelFadingPostOffset{suffix} 
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								                                                  ) );        
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								        if ( ! advancedFresnelFadingInverse{suffix} )
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								        {{ advancedFresnelFadingAlpha{suffix} = 1.0 - advancedFresnelFadingAlpha{suffix}; }}      
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								        ";
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								        return ToCode( code.Indent( "  " ) ).Concat(  ToCode( AlphaFade.Fragment( "advancedFresnelFadingAlpha" + suffix, alphaFadeMode ) ) );
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								      }
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								      return [];
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								    } 
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								  }
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								}
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