51 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
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| 
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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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| 
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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/Colors.gdshaderinc"
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| 
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| uniform vec4 tint : source_color;
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| uniform float colorScale = 0.24;
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| uniform float normalWrap = 1;
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| uniform float normalShift = 0.465;
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| uniform float weight = 1;
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| 
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| uniform float normalWrap2 = 5.525;
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| uniform float normalShift2 = 0;
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| uniform float weight2 = 0.181;
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| 
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| uniform float normalWrap3 = 0.1;
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| uniform float normalShift3 = 2.655;
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| uniform float weight3 = 0.315;
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| 
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| varying vec3 worldNormal;
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| 
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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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| }
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| 
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| vec3 rainbow( float hue )
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| {
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|   return HSLtoRGB( vec3( hue, 1.0, 0.5 ) );
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| }
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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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| 
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| 	vec3 rainbowColor = rainbow( dotP ) * weight
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|                     + rainbow( dotP2 ) * weight2
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|                     + rainbow( dotP3 ) * weight3;
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| 
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| 	ALBEDO = tint.rgb * rainbowColor * colorScale;
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| 
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| }
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