94 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform vec2 resolution;
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uniform int maxRadius = 32;
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uniform int alphaTreshold:hint_range(1,255) = 1;
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uniform int genericAlphaOffset:hint_range(0,255) = 9;
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uniform int assignedColorAlphaMinimum:hint_range(0,255) = 0;
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uniform float amount:hint_range(0,1)=1;
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vec4 getPaddingColor( vec2 uv, vec2 pixelSize, int closestDistance, float t )
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{  
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  vec4 closestPixel = texture( texture_albedo, uv );
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  if ( closestPixel.a >= t )
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  {
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    return closestPixel / closestPixel.a;;
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  }
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  for ( int x = -maxRadius; x <= maxRadius; ++x )
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  {
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    for ( int y = -maxRadius; y <= maxRadius; ++y )
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    {
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      int d = x * x + y * y; 
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      if ( d >= closestDistance )
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      {
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        continue;
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      }
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      vec2 pUV = uv + pixelSize * vec2( float( x ), float( y ) );
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      vec4 pixel = texture( texture_albedo, pUV );
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      if ( pixel.a >= t )
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      {
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        closestPixel   = pixel / pixel.a;
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        closestPixel.a = pixel.a;
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        closestDistance = d;
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      }      
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    }  
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  }
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  return closestPixel;  
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}
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varying vec2 pixelSize;
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varying float closestDistance;
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const float halfSquare = pow( 2.0, 0.5 ) * 0.5;
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varying float tresholdFloat;
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varying float assignedColorAlphaMinimumFloat;
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varying float genericAlphaOffsetFloat;
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void vertex()
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{
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  pixelSize = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
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  float range = float( maxRadius ) * halfSquare;
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  closestDistance = ( range * range + range * range );
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  tresholdFloat = float( alphaTreshold ) / 255.0;
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  assignedColorAlphaMinimumFloat = float( assignedColorAlphaMinimum ) / 255.0;
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  genericAlphaOffsetFloat = float( genericAlphaOffset ) / 255.0;
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}
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void fragment() 
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{    
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  vec2 pixelPerfectUV = round( UV * resolution ) / resolution;   
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  vec4 original = texture( texture_albedo, pixelPerfectUV );
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  if ( original.a == 1.0 )
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  {
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    ALBEDO =  original.rgb;
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 	  ALPHA  =  original.a;
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  }
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  else
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  {
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    int closestDistanceInteger = int( closestDistance );
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    vec4 outputColor = getPaddingColor( pixelPerfectUV, pixelSize, closestDistanceInteger, tresholdFloat );  
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    outputColor.a = max( original.a, outputColor.a > 0.0 ? assignedColorAlphaMinimumFloat : 0.0 );
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 	  ALBEDO =  mix( original.rgb, outputColor.rgb, amount );
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 	  ALPHA  =  mix( original.a, min( 1, outputColor.a + genericAlphaOffsetFloat ), amount );
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  }
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}
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