63 lines
1.3 KiB
Plaintext
63 lines
1.3 KiB
Plaintext
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shader_type spatial;
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render_mode specular_schlick_ggx, async_visible;
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uniform sampler2D MapAlbedoTexture : hint_black_albedo;
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uniform mat4 HexAffineInverse;
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varying vec2 map_coord;
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const mat2 _HexAffineInverse = mat2(vec2(1.333333, -0.6666667), vec2(0, -1.154701));
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vec2 axial_to_offset(vec2 axial) {
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ivec2 axial_i = ivec2(axial);
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int x = axial_i.x;
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int y = axial_i.y;
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int off_y = y + (x - (x % 1)) / 2;
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return vec2(float(x), float(off_y));
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}
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void vertex() {
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// Input:2
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mat4 model_matrix = WORLD_MATRIX;
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vec3 origin = vec4(WORLD_MATRIX * vec4(0, 0, 0, 1)).xyz;
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vec3 axial_coords = vec3(_HexAffineInverse * origin.xz, 0);
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// Output:0
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map_coord = origin.xz * 0.25;
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map_coord = axial_to_offset(axial_coords.xy) * 0.25;
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}
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void fragment() {
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// Input:3
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mat4 n_out3p0 = WORLD_MATRIX;
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// TransformDecompose:5
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vec3 n_out5p0 = n_out3p0[0].xyz;
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vec3 n_out5p1 = n_out3p0[1].xyz;
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vec3 n_out5p2 = n_out3p0[2].xyz;
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vec3 n_out5p3 = n_out3p0[3].xyz;
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// VectorOp:9
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vec3 n_in9p1 = vec3(1.00000, 1.00000, 1.00000);
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vec3 n_out9p0 = n_out5p3 * n_in9p1;
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// TextureUniform:4
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vec3 n_out4p0;
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float n_out4p1;
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{
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vec4 n_tex_read = texture(MapAlbedoTexture, map_coord);
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n_out4p0 = n_tex_read.rgb;
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n_out4p1 = n_tex_read.a;
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}
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// Output:0
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ALBEDO = n_out4p0;
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}
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void light() {
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// Output:0
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}
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