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										 |  |  | shader_type spatial; | 
					
						
							|  |  |  | render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; | 
					
						
							|  |  |  | uniform vec4 albedo : source_color; | 
					
						
							|  |  |  | uniform sampler2D texture_albedo : source_color; | 
					
						
							|  |  |  | uniform sampler2D ao_texture : source_color; | 
					
						
							|  |  |  | uniform vec4 ao_texture_channel; | 
					
						
							|  |  |  | uniform sampler2D roughness_texture : source_color; | 
					
						
							|  |  |  | uniform vec4  roughness_texture_channel; | 
					
						
							|  |  |  | uniform sampler2D metallic_texture : source_color; | 
					
						
							|  |  |  | uniform vec4  metallic_texture_channel; | 
					
						
							|  |  |  | uniform bool use_alpha_texture = false; | 
					
						
							|  |  |  | uniform float roughness : hint_range(0,1) = 1.0; | 
					
						
							|  |  |  | uniform float metallic : hint_range(0,1) = 0.0; | 
					
						
							|  |  |  | uniform float alpha_scissor_threshold :  hint_range(0,1); | 
					
						
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							|  |  |  | uniform bool use_ao_texture = false; | 
					
						
							|  |  |  | uniform bool use_roughness_texture = false; | 
					
						
							|  |  |  | uniform bool use_metallic_texture = false; | 
					
						
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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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							|  |  |  | void fragment() { | 
					
						
							|  |  |  | 	vec2 base_uv = UV; | 
					
						
							|  |  |  | 	vec4 albedo_tex = texture(texture_albedo,base_uv); | 
					
						
							|  |  |  | 	float ao_tex = mix(1.0, dot(texture(ao_texture,base_uv), ao_texture_channel), float(use_ao_texture)); | 
					
						
							|  |  |  | 	float rougness_tex = mix(1.0,dot(texture(roughness_texture,base_uv), roughness_texture_channel), float(use_roughness_texture)); | 
					
						
							|  |  |  | 	float metallic_tex = mix(1.0,dot(texture(metallic_texture,base_uv), metallic_texture_channel), float(use_metallic_texture)); | 
					
						
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										 |  |  | 	ALBEDO = vec3(ao_tex, rougness_tex * roughness, metallic_tex * metallic); | 
					
						
							|  |  |  | 	if(use_alpha_texture) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		ALPHA = albedo_tex.a; | 
					
						
							|  |  |  | 		ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |