yannk-godot-sandbox/rainboxing.shader
2020-06-06 21:45:30 +02:00

31 lines
1 KiB
GLSL

shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform sampler2D grid_texture : hint_albedo;
uniform vec4 albedo : hint_color = vec4(1.0);
uniform float scale = float(1.0);
uniform vec3 uv1_offset = vec3(0);
varying vec3 uv1_power_normal;
varying vec3 uv1_triplanar_pos;
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 vertex() {
uv1_power_normal=pow(abs(NORMAL),vec3(1.0));
uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));
vec3 uv1_scale = vec3(scale);
uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);
}
void fragment() {
vec4 albedo_tex = triplanar_texture(grid_texture,uv1_power_normal,uv1_triplanar_pos);
ALBEDO = albedo.rgb * albedo_tex.rgb;
}