24 lines
497 B
Plaintext
24 lines
497 B
Plaintext
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shader_type spatial;
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#include "res://vfx/util.gdshaderinc"
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UNIVERSAL_SOLID_PARAMS
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uniform sampler2D image: TEXTURE_HINTS;
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uniform float exponent = 1.0;
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void fragment() {
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ALBEDO = texture(image, UV).rgb;
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vec3 hsv = rgb2hsv(ALBEDO);
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float neon = pow(hsv.z, exponent);
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float chrome = 1.0 - neon;
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EMISSION = ALBEDO*neon;
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METALLIC = chrome;
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CLEARCOAT = chrome;
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CLEARCOAT_ROUGHNESS = neon;
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ROUGHNESS = neon;
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SPECULAR = chrome;
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RIM = chrome;
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RIM_TINT = neon;
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UNIVERSAL_SOLID_PROCESSING
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}
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