// NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D. shader_type spatial; render_mode blend_add, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded, shadows_disabled; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Time.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 grow : hint_range(-16.0, 16.0, 0.001); uniform sampler2D scanTexture : source_color, filter_linear_mipmap, repeat_enable; uniform float range; uniform float offset; uniform float rangeWobble = 0.1; uniform float rangeWobbleDuration = 1; uniform float offsetWobble = 0.1; uniform float offsetWobbleDuration = 1; uniform float noiseScale = 1; uniform vec3 noiseOffset = vec3( 1, 1, 1 ); uniform float noiseAmount: hint_range(0, 1) = 0.5; uniform float rgbScale = 1; uniform float alphaScale = 1; varying vec3 localVertex; void vertex() { VERTEX += NORMAL * grow; localVertex = VERTEX * ( MODEL_NORMAL_MATRIX ); } void fragment() { vec2 uv = UV; float rangeWobbleValue = timeSine( TIME, rangeWobbleDuration ); float offsetWobbleValue = timeSine( TIME, offsetWobbleDuration ); float animatedRange = range + rangeWobbleValue * rangeWobble; float animatedOffset = - ( offset + offsetWobbleValue * offsetWobble ); vec4 albedo_tex = texture( texture_albedo, uv ); float scanUV = normalizeToRange01( localVertex.y, animatedOffset - animatedRange, animatedOffset + animatedRange ); vec4 scanColor = texture( scanTexture, vec2( scanUV, 0 ) ); float noise = perlin3D( localVertex * noiseScale + noiseOffset * TIME ); noise = mix( 1, noise, noiseAmount ); ALBEDO = albedo.rgb * scanColor.rgb * rgbScale; ALPHA *= albedo.a * albedo_tex.a * scanColor.a * alphaScale * noise; }