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