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								// NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D.
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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, unshaded, shadows_disabled;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								uniform vec4 albedo : source_color;
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								uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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								uniform float grow : hint_range(-16.0, 16.0, 0.001);
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								uniform float fresnelSharpness = 2;
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								uniform float fresnelMultiply = 1;
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								uniform float fresnelOffset = 0;
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								void vertex()
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								{
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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 uv = UV;
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								  float fresnelAmount = fresnel( NORMAL, VIEW, fresnelSharpness) * fresnelMultiply + fresnelOffset;
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								  fresnelAmount = clamp( fresnelAmount, 0.0, 1.0 );
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									vec4 albedo_tex = texture( texture_albedo, uv );
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									ALBEDO = albedo.rgb * albedo_tex.rgb;
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									ALPHA *= albedo.a * albedo_tex.a * fresnelAmount;
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								}
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