102 lines
2.8 KiB
Plaintext
102 lines
2.8 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_never, cull_back, unshaded;
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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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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_nearest_mipmap_anisotropic, repeat_enable;
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uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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// [ VARIANCE ]
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group_uniforms variance;
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varying float worldSeedXZ;
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uniform float rotationZ = 0;
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uniform float rotationZSeed = 0;
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varying float combinedRotationZ;
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// [ PLAYER DEFROM ]
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group_uniforms playerDeform;
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global uniform vec3 playerPosition;
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uniform float playerDeformRange = 2.0;
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uniform float playerDeformAmount = 0.5;
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uniform float playerDeformPower:hint_range( 0.25, 4 ) = 1;
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uniform float playerDeformYStart = 0.2;
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uniform float playerDeformYMax = 1;
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varying vec2 maskUV;
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void vertex()
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{
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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//maskUV = clamp01( maskUV );
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worldSeedXZ = fract( 123.94444 * fract( NODE_POSITION_WORLD.x * 42130.323 ) + 3.35 * fract( NODE_POSITION_WORLD.z * 13435.124 ) );
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// PLAYER DEFORM
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vec3 localPlayerPosition = worldToLocal( playerPosition, MODEL_MATRIX );
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localPlayerPosition.y = 0.0;
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float positionLength = length( localPlayerPosition );
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if ( positionLength == 0.0 )
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{
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localPlayerPosition = vec3( 0.0001, 0, 0 );
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}
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vec3 dir = normalize( localPlayerPosition );
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float amount = mapClamped( positionLength, 0.0, playerDeformRange, playerDeformAmount, 0 );
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amount = clamp01( pow( amount, playerDeformPower ) );
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float yAmount = mapClamped( VERTEX.y, playerDeformYStart, playerDeformYMax, 0.0, 1.0 );
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VERTEX += dir * - amount * yAmount;
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// Billboard Mode: Enabled
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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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// Billboard Keep Scale: Enabled
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MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
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vec4(
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length(MODEL_MATRIX[0].xyz) , 0.0, 0.0, 0.0
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),
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vec4(0.0, length(MODEL_MATRIX[1].xyz) , 0.0, 0.0),
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vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz) , 0.0),
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vec4(0.0, 0.0, 0.0, 1.0)
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);
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combinedRotationZ = rotationZ + ( worldSeedXZ * 2.0 - 1.0 ) * rotationZSeed;
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combinedRotationZ = combinedRotationZ / 180.0 * PI;
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MODELVIEW_MATRIX = MODELVIEW_MATRIX * rotationZ_m4( combinedRotationZ );
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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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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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if ( albedo_tex.a < alpha_scissor_threshold )
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{
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discard;
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}
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ALBEDO = albedo.rgb;
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ALPHA *= albedo.a * albedo_tex.a;
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}
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