33 lines
759 B
Plaintext
33 lines
759 B
Plaintext
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shader_type spatial;
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render_mode cull_disabled, unshaded;
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uniform vec2 steps = vec2(10.0,10.0);
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uniform vec2 size= vec2(0.002, 0.002);
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uniform vec2 offset = vec2(0.001, 0.001);
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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ALBEDO = vec3(0.5, 0.5, 0.5);
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vec2 parts = 1.0 / steps;
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float y_mod = mod(UV.y + offset.y, parts.y);
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float x_mod = mod(UV.x + offset.x, parts.x);
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if (x_mod < size.x / 2.0 || x_mod > parts.x - size.x / 2.0 || y_mod < size.y || y_mod > parts.y - size.y / 2.0) {
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ALPHA = 0.7;
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} else {
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ALPHA = 0.3;
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}
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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