// 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" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc" uniform vec4 tint : source_color; uniform float colorScale = 0.24; uniform float normalWrap = 1; uniform float normalShift = 0.465; uniform float weight = 1; uniform float normalWrap2 = 5.525; uniform float normalShift2 = 0; uniform float weight2 = 0.181; uniform float normalWrap3 = 0.1; uniform float normalShift3 = 2.655; uniform float weight3 = 0.315; varying vec3 worldNormal; void vertex() { worldNormal = NORMAL * MODEL_NORMAL_MATRIX; } vec3 rainbow( float hue ) { return HSLtoRGB( vec3( hue, 1.0, 0.5 ) ); } 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 ); vec3 rainbowColor = rainbow( dotP ) * weight + rainbow( dotP2 ) * weight2 + rainbow( dotP3 ) * weight3; ALBEDO = tint.rgb * rainbowColor * colorScale; }