grunk/src/shaders/gunk.gdshader

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shader_type spatial;
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render_mode diffuse_burley, specular_schlick_ggx, sss_mode_skin;
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group_uniforms gunk_material;
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uniform vec3 color_1: source_color = vec3(0.0, 0.03, 0.1);
uniform vec3 color_2: source_color = vec3(0.0, 0.1, 0.3);
uniform vec3 emission_color: source_color = vec3(0.25, 0.88, 1.0);
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uniform float pixellation = 128.0;
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uniform float time_pixellation = 30.0;
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uniform float roughness: hint_range(0.0, 1.0) = 0.15;
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uniform float specular_contribution = 0.8;
uniform float emission_strength = 0.05;
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// Used ONLY by the gunk, does not affect the gunk mask.
uniform vec2 uv_scale = vec2(1.0);
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uniform float time_scale = 1.0;
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uniform float edge_bleed = 0.25;
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uniform sampler2D gunk_mask;
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uniform highp sampler3D gunk_noise;
uniform highp sampler3D gunk_normal_map;
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group_uniforms jitter;
uniform mediump float jitter_magnitude = 0.0;
uniform lowp float jitter_time_scale = 0.1;
uniform highp sampler3D jitter_noise;
group_uniforms inflation;
uniform highp float vertex_inflation = 0.0;
uniform highp float inflation_pixellation = 10.0;
void vertex() {
float mixer = VERTEX.x + 0.553 * VERTEX.z + 1.618 * VERTEX.y;
float local_time = floor(TIME * jitter_time_scale * time_pixellation) / time_pixellation;
float sample = texture(jitter_noise, vec3(cos(mixer), sin(mixer), local_time)).r;
float inflation = floor(vertex_inflation * inflation_pixellation) / inflation_pixellation;
float jitter = jitter_magnitude * (sample - 0.5 + inflation);
VERTEX *= 1.0 + jitter;
}
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float hardstep(float value) {
float x = clamp(value, 0.0, 1.0);
return 0.5 * tanh( (20.0 * x - 10.0) * inversesqrt(x - x * x) ) + 0.5;
}
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void fragment() {
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vec2 local_uv = floor(UV * uv_scale * pixellation) / pixellation;
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float local_time = floor(TIME * time_scale * time_pixellation) / time_pixellation;
// swirl
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vec3 uvt = vec3(local_uv.x, local_uv.y, local_time);
uvt.x += sin(uvt.y * 1.54 * PI + uvt.z) * cos(uvt.y * 1.31 * PI + uvt.z) * 0.2;
uvt.y += cos(uvt.x * 1.74 * PI + uvt.z) * -sin(uvt.y * 1.64 * PI + uvt.z) * 0.3;
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float value = texture(gunk_noise, uvt).r;
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vec3 color = mix(color_1, color_2, value);
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ALBEDO = color.rgb;
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ROUGHNESS = value * roughness;
EMISSION = (1.0 - value) * emission_color * emission_strength;
SPECULAR = 0.5 * inversesqrt(specular_contribution);
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NORMAL_MAP = texture(gunk_normal_map, uvt).xyz;
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float mask = texture(gunk_mask, UV).r;
// soften edges
NORMAL_MAP *= smoothstep(1.0, 0.0, mask);
/*
// Hard edge
if(mask + edge_bleed < 0.5) {
ALPHA = 1.0;
} else {
ALPHA = 0.0;
}
*/
// Hardish edge
ALPHA = hardstep(1.0 - mask + edge_bleed);
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}