2024-04-05 20:29:18 +03:00
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shader_type spatial;
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2024-04-23 00:47:56 +03:00
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, shadows_disabled;
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2024-04-05 20:29:18 +03:00
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uniform vec4 data[100];
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uniform int data_size: hint_range(0, 100, 1);
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2024-04-07 15:17:52 +03:00
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uniform float alpha: hint_range(0.0, 1.0, 0.1) = 0.3;
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2024-04-05 20:29:18 +03:00
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uniform sampler2D color_gradient;
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2024-04-23 00:47:56 +03:00
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uniform float roughness : hint_range(0.0, 1.0) = 0.15;
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uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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2024-04-05 20:29:18 +03:00
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varying vec3 color;
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2024-04-07 15:17:52 +03:00
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float simple_weight(int index, vec3 world_pos, float p) {
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return 1.0 / pow(distance(data[index].xyz, world_pos), p);
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}
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2024-04-05 20:29:18 +03:00
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2024-04-07 15:17:52 +03:00
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float sphere_weight(int index, vec3 world_pos, float r) {
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float dist = distance(data[index].xyz, world_pos);
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return pow(max(0, r - dist) / (r * dist), 2);
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}
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2024-04-05 20:29:18 +03:00
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2024-04-23 00:47:56 +03:00
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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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2024-04-05 20:29:18 +03:00
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void vertex() {
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color = vec3(1.0, 1.0, 1.0);
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if(data_size > 0) {
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2024-04-10 14:23:17 +03:00
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float distances[100];
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float dist_sum = 0.0;
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float data_sum = 0.0;
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float closest_dist = -1.0;
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int closest_index = 0;
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// Calculate Global Coordinates
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//vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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closest_dist = distance(data[0].xyz, VERTEX);
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2024-04-07 15:17:52 +03:00
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// Inverse distance weighting using Shepard's method
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2024-04-05 20:29:18 +03:00
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for(int i = 0; i < data_size; i++) {
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2024-04-10 14:23:17 +03:00
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distances[i] = sphere_weight(i, VERTEX, 5.0);
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2024-04-07 15:17:52 +03:00
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dist_sum += distances[i];
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data_sum += distances[i] * data[i].w;
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2024-04-05 20:29:18 +03:00
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2024-04-10 14:23:17 +03:00
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float dist = distance(data[i].xyz, VERTEX);
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2024-04-07 15:17:52 +03:00
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if(dist < closest_dist) {
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closest_dist = dist;
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closest_index = i;
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}
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2024-04-05 20:29:18 +03:00
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}
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2024-04-07 15:17:52 +03:00
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float value = (1.0 / dist_sum) * data_sum;
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if( value > 0.0 || value < 1.0) {
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color.xyz = texture(color_gradient, vec2(value, 0)).xyz;
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} else {
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color.xyz = texture(color_gradient, vec2(data[closest_index].w, 0)).xyz;
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2024-04-05 20:29:18 +03:00
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}
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}
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}
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void fragment() {
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ALBEDO = vec3(color.xyz);
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2024-04-10 16:59:27 +03:00
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ALPHA = alpha;
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2024-04-23 00:47:56 +03:00
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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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// apply glass look
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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, a);
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ROUGHNESS = roughness;
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SPECULAR = 0.5 * inversesqrt(ALPHA);
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2024-04-05 20:29:18 +03:00
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}
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