21 lines
500 B
Plaintext
21 lines
500 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 vec4 color: source_color = vec4(1.0, 1.0, 1.0, 0.5);
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uniform float coarseness = 0.125;
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uniform vec3 glow: source_color = vec3(0.0, 0.0, 0.0);
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void fragment() {
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ALBEDO = color.rgb;
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ALPHA = mix(color.a, 1.0, coarseness);
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SPECULAR = 1.0;
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METALLIC = 1.0 - coarseness;
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CLEARCOAT = 1.0 - coarseness;
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CLEARCOAT_ROUGHNESS = coarseness;
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ROUGHNESS = coarseness;
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EMISSION = glow;
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UNIVERSAL_SOLID_PROCESSING
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}
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