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Original file line number | Diff line number | Diff line change |
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shader_type spatial; | ||
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; | ||
uniform vec4 albedo : hint_color; | ||
uniform sampler2D texture_albedo : hint_albedo; | ||
uniform float specular; | ||
uniform float metallic; | ||
uniform float roughness : hint_range(0,1); | ||
uniform float point_size : hint_range(0,128); | ||
uniform sampler2D texture_metallic : hint_white; | ||
uniform vec4 metallic_texture_channel; | ||
uniform sampler2D texture_roughness : hint_white; | ||
uniform vec4 roughness_texture_channel; | ||
uniform sampler2D texture_emission : hint_black_albedo; | ||
uniform vec4 emission : hint_color; | ||
uniform float emission_energy; | ||
uniform sampler2D texture_normal : hint_normal; | ||
uniform float normal_scale : hint_range(-16,16); | ||
uniform sampler2D texture_depth : hint_white; | ||
uniform float depth_scale : hint_range(0,1); | ||
uniform vec3 uv1_scale; | ||
uniform vec3 uv1_offset; | ||
uniform vec3 uv2_scale; | ||
uniform vec3 uv2_offset; | ||
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void vertex() { | ||
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz; | ||
UV=UV*uv1_scale.xy+uv1_offset.xy; | ||
} | ||
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void fragment() { | ||
vec2 base_uv = UV; | ||
vec4 albedo_tex = texture(texture_albedo,base_uv); | ||
ALBEDO = albedo.rgb * albedo_tex.rgb; | ||
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); | ||
METALLIC = metallic_tex * metallic; | ||
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); | ||
ROUGHNESS = roughness_tex * roughness; | ||
SPECULAR = specular; | ||
NORMALMAP = texture(texture_normal,base_uv).rgb; | ||
NORMALMAP_DEPTH = normal_scale; | ||
vec3 emission_tex = texture(texture_emission,base_uv).rgb; | ||
EMISSION = (emission.rgb+emission_tex)*emission_energy; | ||
} |
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