49 lines
1.5 KiB
Plaintext
49 lines
1.5 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, 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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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 colorScale = 1;
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uniform float normalWrap = 1;
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uniform float normalShift = 0;
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uniform float weight = 1;
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uniform float normalWrap2 = 1;
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uniform float normalShift2 = 0;
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uniform float weight2 = 1;
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uniform float normalWrap3 = 1;
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uniform float normalShift3 = 0;
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uniform float weight3 = 1;
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varying vec3 worldNormal;
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void vertex()
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{
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worldNormal = NORMAL * MODEL_NORMAL_MATRIX;
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}
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void fragment()
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{
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float dotP = mod( dot( worldNormal, VIEW ) * normalWrap + normalShift, 1 );
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float dotP2 = mod( dot( -NORMAL, -VIEW ) * normalWrap2 + normalShift2, 1 );
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float dotP3 = mod( dot( -NORMAL, -VIEW ) * normalWrap3 + normalShift3, 1 );
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vec4 albedo_tex = texture( texture_albedo, vec2( dotP, 0 ) ) * weight
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+ texture( texture_albedo, vec2( dotP2, 0 ) ) * weight2
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+ texture( texture_albedo, vec2( dotP3, 0 ) ) * weight3;
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ALBEDO = albedo.rgb * albedo_tex.rgb * colorScale;
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}
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