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										 |  |  | shader_type spatial; | 
					
						
							|  |  |  | render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; | 
					
						
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										 |  |  | uniform vec4 albedo_color : source_color; | 
					
						
							|  |  |  | uniform sampler2D albedo_texture : source_color; | 
					
						
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										 |  |  | uniform sampler2D normal_texture : source_color; | 
					
						
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							|  |  |  | uniform bool use_normalmap = false; | 
					
						
							|  |  |  | uniform bool use_alpha_texture = false; | 
					
						
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										 |  |  | uniform float alpha_scissor_threshold :  hint_range(0,1); | 
					
						
							|  |  |  | uniform float normal_scale :  hint_range(-5,5); | 
					
						
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							|  |  |  | uniform vec3 uv1_scale; | 
					
						
							|  |  |  | uniform vec3 uv1_offset; | 
					
						
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										 |  |  | void vertex() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	UV = UV * uv1_scale.xy + uv1_offset.xy; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void fragment() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | 	vec2 base_uv = UV; | 
					
						
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										 |  |  | 	vec4 albedo = texture( albedo_texture, base_uv ) * albedo_color; | 
					
						
							|  |  |  | 	vec4 normal_tex = texture( normal_texture, base_uv ); | 
					
						
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										 |  |  | 	// 0.5 + -1.0 == -1.0 + 0.5 | 
					
						
							|  |  |  | 	//ALBEDO = vec3(1.0 - NORMAL.y, 1.0 - NORMAL.x, - NORMAL.z)* 0.5; | 
					
						
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										 |  |  | 	if ( use_normalmap ) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		vec3 normalmap; | 
					
						
							|  |  |  | 		normalmap.xy = normal_tex.xy * 2.0 - 1.0; | 
					
						
							|  |  |  | 		normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); | 
					
						
							|  |  |  | 		NORMAL = normalize(mix(NORMAL, TANGENT * normalmap.x + BINORMAL * normalmap.y + NORMAL * normalmap.z, normal_scale)); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	ALBEDO = vec3( -NORMAL.x, NORMAL.y, -NORMAL.z) * 0.5 + 0.5; | 
					
						
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							|  |  |  | 	if ( use_alpha_texture ) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		ALPHA = albedo.a; | 
					
						
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										 |  |  | 		ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | } |