40 lines
951 B
Plaintext
40 lines
951 B
Plaintext
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// NOTE: Shader automatically converted from Godot Engine 4.7.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded;
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uniform float meshScale = 1.0;
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void vertex()
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{
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
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MAIN_CAM_INV_VIEW_MATRIX[0],
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MAIN_CAM_INV_VIEW_MATRIX[1],
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MAIN_CAM_INV_VIEW_MATRIX[2],
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MODEL_MATRIX[3]);
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MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
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vec4(length(MODEL_MATRIX[0].xyz) * meshScale, 0.0, 0.0, 0.0),
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vec4(0.0, length(MODEL_MATRIX[1].xyz) * meshScale, 0.0, 0.0),
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vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz) * meshScale, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
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}
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void fragment()
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{
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float d = distance( UV, vec2(0.5) );
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float a = 1.0 - clamp( d / 0.5, 0.0, 1.0);
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ALBEDO = COLOR.rgb;
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ALPHA *= a * COLOR.a;
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ALPHA_SCISSOR_THRESHOLD = 0.01;
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}
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