2024-04-21 19:25:57 +03:00
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shader_type spatial;
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2024-04-23 15:26:20 +03:00
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render_mode diffuse_burley, specular_schlick_ggx, blend_mix, cull_disabled, shadows_disabled, depth_prepass_alpha;
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2024-04-22 00:45:09 +03:00
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2024-04-23 15:26:20 +03:00
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group_uniforms Color;
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uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 0.3);
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uniform vec4 border_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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group_uniforms Size;
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uniform vec2 size = vec2(1.0, 1.0);
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uniform float border_size: hint_range(0.0, 0.5) = 0.001;
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uniform float border_fade_in: hint_range(0.0, 0.5) = 0.005;
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uniform float border_fade_out: hint_range(0.0, 0.5) = 0.0;
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uniform float corner_radius: hint_range(0.0, 0.5) = 0.04;
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group_uniforms Roughness;
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uniform float roughness : hint_range(0.0, 1.0) = 0.3;
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uniform float grain_amount : hint_range(0.0, 1.0) = 0.02;
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2024-04-21 19:25:57 +03:00
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float rectangle(vec2 position) {
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vec2 component_wise_edge_distance = abs(position) - (vec2(0.5, 0.5) * size + corner_radius * (size - 1.0));
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float outsideDistance = length(max(component_wise_edge_distance, 0));
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float insideDistance = min(max(component_wise_edge_distance.x, component_wise_edge_distance.y), 0);
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return outsideDistance + insideDistance;
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}
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float SchlickFresnel(float u) {
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float m = 1.0 - u;
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float m2 = m * m;
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return m2 * m2 * m;
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}
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void fragment() {
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float VdotN = dot(VIEW, NORMAL);
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float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
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ALBEDO = border_color.xyz;
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ALPHA = 0.0;
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float border_scale = 1.0 + 2.0 * corner_radius;
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float d = rectangle((UV - 0.5) * size * border_scale);
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float border_width = (border_size + border_fade_in + border_fade_out) * border_scale;
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bool inside = false;
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if (d >= corner_radius - border_width && d <= corner_radius) {
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// Border
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float rel_d = (d - corner_radius + border_width) / border_width;
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float alpha = min((rel_d / (border_fade_in * border_scale / border_width)), (1.0 - (rel_d)) / (border_fade_out * border_scale / border_width));
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if (d < corner_radius - (border_size + border_fade_out) * border_scale) {
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// Inner Fade
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ALBEDO = mix(color, border_color, alpha).xyz;
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ALPHA = mix(color.w, border_color.w, alpha);
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inside = true;
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} else {
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// Outer Fade
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ALBEDO = border_color.xyz;
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ALPHA = mix(0.0, border_color.w, alpha);
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}
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} else if (d < corner_radius - border_width ) {
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// Inside
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ALBEDO = color.xyz;
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ALPHA = color.w;
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inside = true;
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}
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if (inside) {
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float a = mix(0.001, 1.0, ALPHA);
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ALPHA = mix(fresnel * edge_color.a, 1.0, a);
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ALBEDO = mix(edge_color.rgb * edge_color.a, ALBEDO.rgb, a);
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ROUGHNESS = roughness;
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SPECULAR = 0.5 * inversesqrt(ALPHA);
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float noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0;
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ALBEDO += noise * grain_amount;
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}
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}
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