43 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			43 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
shader_type spatial;
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render_mode  unshaded;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);
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uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
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uniform ivec2 albedo_texture_size;
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uniform float centerDistance = 100;
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uniform float rangeDistance  = 50;
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void vertex()
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{
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}
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void fragment()
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{
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  vec4 albedo_tex = texture( texture_albedo, UV);
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  vec3 worldPosition = ( INV_VIEW_MATRIX * vec4( VERTEX, 1.0 ) ).xyz;
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  float worldDistance = length( worldPosition - CAMERA_POSITION_WORLD );
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  float range = rangeDistance / 2.0;
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  float value = normalizeToRange01( worldDistance,
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   centerDistance - range, centerDistance + range
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  );
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	ALBEDO = vec3( 1, 1, 1 ) * value;
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	ALPHA *= albedo.a * albedo_tex.a;
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	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
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	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
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	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);
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}
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