shader_type spatial;
render_mode blend_mix,cull_back,diffuse_burley,specular_schlick_ggx
;
uniform sampler2D texture_albedo : source_color; // $output(0)
uniform sampler2D texture_emission : hint_default_black; // $output(2)
uniform sampler2D texture_normal : hint_normal; // $output(3)
uniform sampler2D texture_orm : hint_default_white; // $output(1)
uniform sampler2D texture_subsurface_scattering : hint_default_white; // $output(5)
uniform sampler2D texture_depth : hint_default_black; // $output(4)
uniform int depth_min_layers = 8;
uniform int depth_max_layers = 32;
uniform vec2 depth_flip = vec2(1.0);
uniform float depth_offset = 0.0;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
float dot2(vec2 x) {
return dot(x, x);
}
float rand(vec2 x) {
return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5);
}
vec2 rand2(vec2 x) {
return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)),
dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5);
}
vec3 rand3(vec2 x) {
return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)),
dot(x, vec2(3.4562, 17.398)),
dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5);
}
float param_rnd(float minimum, float maximum, float seed) {
return minimum+(maximum-minimum)*rand(vec2(seed));
}
float param_rndi(float minimum, float maximum, float seed) {
return floor(param_rnd(minimum, maximum + 1.0, seed));
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform vec4 p_o125913008478_albedo_color = vec4(1.000000000, 1.000000000, 1.000000000, 1.000000000);
uniform float p_o125913008478_metallic = 0.000000000;
uniform float p_o125913008478_roughness = 1.000000000;
uniform float p_o125913008478_emission_energy = 0.200000000;
uniform float p_o125913008478_normal = 1.000000000;
uniform float p_o125913008478_ao = 1.000000000;
uniform float p_o125913008478_depth_scale = 1.000000000;
uniform float p_o125913008478_sss = 1.000000000;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
float depth_scale = 0.2*p_o125913008478_depth_scale;
VERTEX += NORMAL * (1.0 - depth_offset - texture(texture_depth, UV).r) * depth_scale;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = p_o125913008478_albedo_color.rgb * mix(pow((albedo_tex + vec4(0.055))/vec4(1.055), vec4(2.4)), albedo_tex/vec4(12.92), lessThan(albedo_tex, vec4(0.04045))).rgb;
vec4 orm_tex = texture(texture_orm, base_uv);
METALLIC = p_o125913008478_metallic*orm_tex.b;
ROUGHNESS = p_o125913008478_roughness*orm_tex.g;
SPECULAR = 0.5;
NORMAL_MAP = texture(texture_normal, base_uv).rgb;
NORMAL_MAP_DEPTH = p_o125913008478_normal;
vec3 emission_tex = texture(texture_emission, base_uv).rgb;
EMISSION = emission_tex*p_o125913008478_emission_energy;
AO = orm_tex.r;
AO_LIGHT_AFFECT = p_o125913008478_ao;
}