47 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| shader_type spatial;
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| render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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| uniform vec4 albedo_color : source_color;
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| uniform sampler2D albedo_texture : source_color;
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| uniform sampler2D normal_texture : source_color;
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| 
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| uniform bool use_normalmap = false;
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| uniform bool use_alpha_texture = false;
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| 
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| uniform float alpha_scissor_threshold :  hint_range(0,1);
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| uniform float normal_scale :  hint_range(-5,5);
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| 
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| uniform vec3 uv1_scale;
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| uniform vec3 uv1_offset;
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| 
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| 
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| void vertex()
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| {
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| 	UV = UV * uv1_scale.xy + uv1_offset.xy;
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| }
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| 
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| void fragment()
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| {
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| 	vec2 base_uv = UV;
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| 	vec4 albedo = texture( albedo_texture, base_uv ) * albedo_color;
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| 	vec4 normal_tex = texture( normal_texture, base_uv );
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| 	// 0.5 + -1.0 == -1.0 + 0.5
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| 	//ALBEDO = vec3(1.0 - NORMAL.y, 1.0 - NORMAL.x, - NORMAL.z)* 0.5;
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| 	if ( use_normalmap )
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| 	{
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| 		vec3 normalmap;
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| 		normalmap.xy = normal_tex.xy * 2.0 - 1.0;
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| 		normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
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| 		NORMAL = normalize(mix(NORMAL, TANGENT * normalmap.x + BINORMAL * normalmap.y + NORMAL * normalmap.z, normal_scale));
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| 	}
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| 
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| 
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| 	ALBEDO = vec3( -NORMAL.x, NORMAL.y, -NORMAL.z) * 0.5 + 0.5;
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| 
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| 	if ( use_alpha_texture )
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| 	{
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| 		ALPHA = albedo.a;
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| 		ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
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| 	}
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| 
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| }
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