immersive-home/app/content/system/house/mini/mini_wall_shader.gdshader

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2024-04-05 20:29:18 +03:00
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 data[100];
uniform int data_size: hint_range(0, 100, 1);
uniform vec2 min_max_data;
uniform sampler2D color_gradient;
varying vec3 color;
void vertex() {
// Calculate Global Coordinates
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
color = vec3(1.0, 1.0, 1.0);
vec2 distances[100];
float dist_sum = 0.0;
if(data_size > 0) {
for(int i = 0; i < data_size; i++) {
float delta = 1.0 / distance(data[i].xyz, world_position);
distances[i] = vec2(delta, data[i].w);
dist_sum += delta;
}
for(int i = 0; i < data_size; i++) {
float average = distances[i].x / dist_sum * distances[i].y;
color.xyz = texture(color_gradient, vec2(average, 0)).xyz;
}
}
}
void fragment() {
ALBEDO = vec3(color.xyz);
ALPHA = 0.3;
}