shader_type spatial;

render_mode  unshaded;

#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"


uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);

uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
uniform ivec2 albedo_texture_size;

uniform float centerDistance = 100;
uniform float rangeDistance  = 50;

void vertex()
{

}

void fragment()
{
  vec4 albedo_tex = texture( texture_albedo, UV);
  vec3 worldPosition = ( INV_VIEW_MATRIX * vec4( VERTEX, 1.0 ) ).xyz;
  float worldDistance = length( worldPosition - CAMERA_POSITION_WORLD );
  float range = rangeDistance / 2.0;
  float value = normalizeToRange01( worldDistance,
   centerDistance - range, centerDistance + range
  );

	ALBEDO = vec3( 1, 1, 1 ) * value;

	ALPHA *= albedo.a * albedo_tex.a;
	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;
	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);
}
