58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			2.2 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_add, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded, shadows_disabled;
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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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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 grow : hint_range(-16.0, 16.0, 0.001);
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uniform sampler2D scanTexture : source_color, filter_linear_mipmap, repeat_enable;
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uniform float range;
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uniform float offset;
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uniform float rangeWobble = 0.1;
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uniform float rangeWobbleDuration = 1;
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uniform float offsetWobble = 0.1;
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uniform float offsetWobbleDuration = 1;
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uniform float noiseScale = 1;
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uniform vec3 noiseOffset = vec3( 1, 1, 1 );
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uniform float noiseAmount: hint_range(0, 1) = 0.5;
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uniform float rgbScale = 1;
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uniform float alphaScale = 1;
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varying vec3 localVertex;
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void vertex()
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{
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	VERTEX += NORMAL * grow;
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  localVertex = VERTEX * ( MODEL_NORMAL_MATRIX );
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}
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void fragment()
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{
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	vec2 uv = UV;
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  float rangeWobbleValue = timeSine( TIME, rangeWobbleDuration );
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  float offsetWobbleValue = timeSine( TIME, offsetWobbleDuration );
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  float animatedRange = range + rangeWobbleValue * rangeWobble;
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  float animatedOffset = - ( offset + offsetWobbleValue * offsetWobble );
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	vec4 albedo_tex = texture( texture_albedo, uv );
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  float scanUV = normalizeToRange01( localVertex.y, animatedOffset - animatedRange, animatedOffset + animatedRange );
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  vec4 scanColor = texture( scanTexture, vec2( scanUV, 0 ) );
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  float noise = perlin3D( localVertex * noiseScale + noiseOffset * TIME );
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  noise = mix( 1, noise, noiseAmount );
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	ALBEDO = albedo.rgb * scanColor.rgb * rgbScale;
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	ALPHA *= albedo.a * albedo_tex.a * scanColor.a * alphaScale * noise;
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}
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