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								// NOTE: Shader automatically converted from Godot Engine 4.3.stable.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;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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								uniform vec4 tint : source_color;
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								uniform float colorScale = 0.24;
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								uniform float normalWrap = 1;
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								uniform float normalShift = 0.465;
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								uniform float weight = 1;
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								uniform float normalWrap2 = 5.525;
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								uniform float normalShift2 = 0;
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								uniform float weight2 = 0.181;
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								uniform float normalWrap3 = 0.1;
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								uniform float normalShift3 = 2.655;
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								uniform float weight3 = 0.315;
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								varying vec3 worldNormal;
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								void vertex()
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								{
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									worldNormal = NORMAL * MODEL_NORMAL_MATRIX;
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								}
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								vec3 rainbow( float hue )
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								{
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								  return HSLtoRGB( vec3( hue, 1.0, 0.5 ) );
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								}
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								void fragment()
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								{
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								  float dotP = mod( dot( worldNormal, VIEW ) * normalWrap + normalShift, 1 );
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								  float dotP2 = mod( dot( -NORMAL, -VIEW ) * normalWrap2 + normalShift2, 1 );
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								  float dotP3 = mod( dot( -NORMAL, -VIEW ) * normalWrap3 + normalShift3, 1 );
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									vec3 rainbowColor = rainbow( dotP ) * weight
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								                    + rainbow( dotP2 ) * weight2
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								                    + rainbow( dotP3 ) * weight3;
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									ALBEDO = tint.rgb * rainbowColor * colorScale;
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								}
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