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										 |  |  | // NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D. | 
					
						
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							|  |  |  | shader_type spatial; | 
					
						
							|  |  |  | 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" | 
					
						
							|  |  |  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" | 
					
						
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							|  |  |  | uniform vec4 albedo : source_color; | 
					
						
							|  |  |  | uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; | 
					
						
							|  |  |  | uniform float grow : hint_range(-16.0, 16.0, 0.001); | 
					
						
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							|  |  |  | uniform float fresnelSharpness = 2; | 
					
						
							|  |  |  | uniform float fresnelMultiply = 1; | 
					
						
							|  |  |  | uniform float fresnelOffset = 0; | 
					
						
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										 |  |  | void vertex() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | 	VERTEX += NORMAL * grow; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void fragment() | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	vec2 uv = UV; | 
					
						
							|  |  |  |   float fresnelAmount = fresnel( NORMAL, VIEW, fresnelSharpness) * fresnelMultiply + fresnelOffset; | 
					
						
							|  |  |  |   fresnelAmount = clamp( fresnelAmount, 0.0, 1.0 ); | 
					
						
							|  |  |  | 	vec4 albedo_tex = texture( texture_albedo, uv ); | 
					
						
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										 |  |  | 	ALBEDO = albedo.rgb * albedo_tex.rgb; | 
					
						
							|  |  |  | 	ALPHA *= albedo.a * albedo_tex.a * fresnelAmount; | 
					
						
							|  |  |  | } |