44 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			44 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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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;
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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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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Time.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/Textures.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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								varying vec3 uv_triplanar_pos;
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								uniform float uv_blend_sharpness : hint_range(0.0, 150.0, 0.001);
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								varying vec3 uv_power_normal;
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								uniform vec3 uv_scale;
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								uniform vec3 uv_offset;
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								uniform vec3 uvMovement;
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								void vertex()
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								{
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									vec3 normal = NORMAL;
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									uv_power_normal = pow( abs (NORMAL ), vec3( uv_blend_sharpness ) );
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								  uv_power_normal /= dot( uv_power_normal, vec3( 1.0 ) );
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								  vec3 scaledVertex = VERTEX * extractScale( MODEL_NORMAL_MATRIX );
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									uv_triplanar_pos = scaledVertex * uv_scale + uv_offset + uvMovement * TIME;
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									uv_triplanar_pos *= vec3( 1.0, -1.0, 1.0 );
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								}
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								void fragment()
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								{
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									vec4 albedo_tex = triplanarTexture( texture_albedo, uv_power_normal, uv_triplanar_pos );
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									ALBEDO = albedo.rgb * albedo_tex.rgb;
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									ALPHA *= albedo.a * albedo_tex.a;
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								}
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