2025-03-01 14:40:02 -07:00
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shader_type spatial;
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render_mode cull_back;
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uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0);
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uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0);
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uniform float roughness: hint_range(0.0, 1.0) = 0.15;
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uniform float specular_contribution = 0.2;
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uniform sampler2D gunk_mask;
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uniform highp sampler2D gunk_noise;
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uniform highp sampler2D gunk_normal_map;
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void fragment() {
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2025-03-01 16:12:18 -07:00
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float value = texture(gunk_noise, UV).r;
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vec4 color = mix(color_1, color_2, value);
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float roughness_mix = value * roughness;
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2025-03-01 14:40:02 -07:00
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2025-03-01 16:12:18 -07:00
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ALBEDO = color.rgb;
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ROUGHNESS = roughness_mix;
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SPECULAR = 0.5 * inversesqrt(specular_contribution);
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NORMAL_MAP = texture(gunk_normal_map, UV).xyz;
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ALPHA = 1.0 - texture(gunk_mask, UV).r;
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2025-03-01 14:40:02 -07:00
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}
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