44 lines
1.6 KiB
Plaintext
44 lines
1.6 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.3.rc.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/Light.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/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Time.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/Textures.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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varying vec3 uv_triplanar_pos;
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uniform float uv_blend_sharpness : hint_range(0.0, 150.0, 0.001);
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varying vec3 uv_power_normal;
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uniform vec3 uv_scale;
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uniform vec3 uv_offset;
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uniform vec3 uvMovement;
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void vertex()
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{
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vec3 normal = NORMAL;
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uv_power_normal = pow( abs (NORMAL ), vec3( uv_blend_sharpness ) );
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uv_power_normal /= dot( uv_power_normal, vec3( 1.0 ) );
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vec3 scaledVertex = VERTEX * extractScale( MODEL_NORMAL_MATRIX );
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uv_triplanar_pos = scaledVertex * uv_scale + uv_offset + uvMovement * TIME;
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uv_triplanar_pos *= vec3( 1.0, -1.0, 1.0 );
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}
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void fragment()
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{
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vec4 albedo_tex = triplanarTexture( texture_albedo, uv_power_normal, uv_triplanar_pos );
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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ALPHA *= albedo.a * albedo_tex.a;
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}
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