GodotComponentTest/materials/HexTileCoordinateToTextureC...

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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
}