55 lines
2.1 KiB
Plaintext
55 lines
2.1 KiB
Plaintext
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform float viewmodel_fov = 50.0f;
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uniform vec4 albedo = vec4(1.0);
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uniform sampler2D texture_albedo;
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uniform float specular = 0.5f;
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uniform float metallic = 1.0f;
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uniform float roughness : hint_range(0,1) = 1.0f;
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic;
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uniform vec4 metallic_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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uniform sampler2D texture_roughness;
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uniform vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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//uniform sampler2D texture_emission : hint_black_albedo;
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//uniform vec4 emission : hint_color;
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//uniform float emission_energy;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16) = 0.5f;
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uniform vec3 uv1_scale = vec3(1.0f);
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uniform vec3 uv1_offset = vec3(0.0f);
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uniform vec3 uv2_scale = vec3(1.0f);
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uniform vec3 uv2_offset = vec3(0.0f);
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void vertex() {
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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/* begin shader magic*/
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float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f));
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float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
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// modify projection matrix
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PROJECTION_MATRIX[1][1] = onetanfov;
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PROJECTION_MATRIX[0][0] = onetanfov / aspect;
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// draws the viewmodel over everything (disable if you want dof near on viewmodel)
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POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, 0, 0.999);
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/* end shader magic */
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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albedo_tex *= COLOR;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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NORMAL_MAP = texture(texture_normal,base_uv).rgb;
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NORMAL_MAP_DEPTH = normal_scale;
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//vec3 emission_tex = texture(texture_emission,base_uv).rgb;
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//EMISSION = (emission.rgb+emission_tex)*emission_energy;
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} |