Rainbow Glow
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@ -6,23 +6,21 @@ render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_sc
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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 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform float colorScale = 1;
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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;
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uniform float normalShift = 0.465;
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uniform float weight = 1;
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uniform float normalWrap2 = 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 = 1;
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uniform float weight2 = 0.181;
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uniform float normalWrap3 = 1;
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uniform float normalShift3 = 0;
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uniform float weight3 = 1;
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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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@ -32,17 +30,21 @@ void vertex()
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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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vec4 albedo_tex = texture( texture_albedo, vec2( dotP, 0 ) ) * weight
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+ texture( texture_albedo, vec2( dotP2, 0 ) ) * weight2
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+ texture( texture_albedo, vec2( dotP3, 0 ) ) * weight3;
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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 = albedo.rgb * albedo_tex.rgb * colorScale;
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ALBEDO = tint.rgb * rainbowColor * colorScale;
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}
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