[gd_resource type="Shader" format=3 uid="uid://bmgpmbthlfon3"] [resource] code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, world_vertex_coords, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded; #include \"res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc\" #include \"res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc\" #include \"res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc\" uniform vec4 albedo : source_color; uniform float sizeClose : hint_range(0,100) = 1; uniform float sizeFar : hint_range(0,100) =1; uniform float closeDistance = 5; uniform float farDistance = 100; void vertex() { float cameraDistance = distance( VERTEX, CAMERA_POSITION_WORLD ); float size = mapClamped( cameraDistance, closeDistance, farDistance, sizeClose, sizeFar ); VERTEX += NORMAL * size/500.0 * cameraDistance; } void fragment() { ALBEDO = albedo.rgb; } "