// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color,filter_nearest_mipmap_anisotropic,repeat_enable; uniform sampler2D texture_albedo2 : source_color,filter_nearest_mipmap_anisotropic,repeat_enable; uniform float point_size : hint_range(0,128); uniform float roughness : hint_range(0,1); varying vec3 uv1_triplanar_pos; uniform float uv1_blend_sharpness; varying vec3 uv1_power_normal; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; varying float normal_y; uniform float min_rock_slope:hint_range(0.0, 1.0, 0.1); uniform float max_ice_slope:hint_range(0.0, 1.0, 0.1); void vertex() { vec3 normal = NORMAL; TANGENT = vec3(0.0,0.0,-1.0) * abs(normal.x); TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.y); TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.z); TANGENT = normalize(TANGENT); BINORMAL = vec3(0.0,1.0,0.0) * abs(normal.x); BINORMAL+= vec3(0.0,0.0,-1.0) * abs(normal.y); BINORMAL+= vec3(0.0,1.0,0.0) * abs(normal.z); BINORMAL = normalize(BINORMAL); uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness)); uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset; uv1_power_normal/=dot(uv1_power_normal,vec3(1.0)); uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0); normal_y = normal.y; } vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) { vec4 samp=vec4(0.0); samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z; samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y; samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x; return samp; } void fragment() { float rock_ice_weight = normal_y; rock_ice_weight = max(min_rock_slope, rock_ice_weight); rock_ice_weight = min(max_ice_slope, rock_ice_weight); rock_ice_weight -= min_rock_slope; rock_ice_weight /= max_ice_slope - min_rock_slope; vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos); vec4 albedo_tex2 = triplanar_texture(texture_albedo2,uv1_power_normal,uv1_triplanar_pos); ALBEDO = albedo.rgb * mix(albedo_tex2.rgb, albedo_tex.rgb, rock_ice_weight); }