// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, 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 sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float colorScale = 1; uniform float normalWrap = 1; uniform float normalShift = 0; uniform float weight = 1; uniform float normalWrap2 = 1; uniform float normalShift2 = 0; uniform float weight2 = 1; uniform float normalWrap3 = 1; uniform float normalShift3 = 0; uniform float weight3 = 1; varying vec3 worldNormal; void vertex() { worldNormal = NORMAL * MODEL_NORMAL_MATRIX; } void fragment() { float dotP = mod( dot( worldNormal, VIEW ) * normalWrap + normalShift, 1 ); float dotP2 = mod( dot( -NORMAL, -VIEW ) * normalWrap2 + normalShift2, 1 ); float dotP3 = mod( dot( -NORMAL, -VIEW ) * normalWrap3 + normalShift3, 1 ); vec4 albedo_tex = texture( texture_albedo, vec2( dotP, 0 ) ) * weight + texture( texture_albedo, vec2( dotP2, 0 ) ) * weight2 + texture( texture_albedo, vec2( dotP3, 0 ) ) * weight3; ALBEDO = albedo.rgb * albedo_tex.rgb * colorScale; }