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