shader_type spatial;

render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, alpha_to_coverage_and_one;

#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"

uniform vec4 albedo : source_color;

uniform sampler2D screenTexture:
  hint_screen_texture,
  repeat_disable,
  filter_linear_mipmap;

uniform float effectStrength: hint_range(0,1) = 1;

void vertex()
{
  mat3 viewMatrix = VIEW_MATRIX;
   
	UV = UV * uv1_scale.xy + uv1_offset.xy;

	VERTEX += NORMAL * grow;
}

void fragment()
{
  	vec2 base_uv = UV;

	vec4 albedo_tex = texture(texture_albedo, base_uv);
	ALBEDO = albedo.rgb * albedo_tex.rgb;

	float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
	METALLIC = metallic_tex * metallic;
	SPECULAR = specular;

	vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
	float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
	ROUGHNESS = roughness_tex * roughness;

	ALPHA *= albedo.a * albedo_tex.a;
	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);
}