shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform float viewmodel_fov = 50.0f; uniform vec4 albedo = vec4(1.0); uniform sampler2D texture_albedo; uniform float specular = 0.5f; uniform float metallic = 1.0f; uniform float roughness : hint_range(0,1) = 1.0f; uniform float point_size : hint_range(0,128); uniform sampler2D texture_metallic; uniform vec4 metallic_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); uniform sampler2D texture_roughness; uniform vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); //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) = 0.5f; uniform vec3 uv1_scale = vec3(1.0f); uniform vec3 uv1_offset = vec3(0.0f); uniform vec3 uv2_scale = vec3(1.0f); uniform vec3 uv2_offset = vec3(0.0f); void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; /* begin shader magic*/ float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f)); float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y; // modify projection matrix PROJECTION_MATRIX[1][1] = onetanfov; PROJECTION_MATRIX[0][0] = onetanfov / aspect; // draws the viewmodel over everything (disable if you want dof near on viewmodel) POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION.z = mix(POSITION.z, 0, 0.999); /* end shader magic */ } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); albedo_tex *= COLOR; 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; NORMAL_MAP = texture(texture_normal,base_uv).rgb; NORMAL_MAP_DEPTH = normal_scale; //vec3 emission_tex = texture(texture_emission,base_uv).rgb; //EMISSION = (emission.rgb+emission_tex)*emission_energy; }