uniform vec4 albedo : source_color = vec4(1.0); uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable; uniform float point_size : hint_range(0,128)= 1; uniform float roughness : hint_range(0,1) = 0.5; uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable; uniform float specular = 0.5; uniform float metallic; uniform bool emission_enabled = false; uniform sampler2D texture_emission : source_color, hint_default_black,filter_linear_mipmap,repeat_enable; uniform vec4 emission : source_color; uniform float emission_energy; uniform bool ao_enabled = false; uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap,repeat_enable; uniform vec4 ao_texture_channel =vec4(1,0,0,0); uniform float ao_light_affect; uniform bool normal_enabled = false; uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable; uniform float normal_scale : hint_range(-16,16); uniform vec3 uv1_scale= vec3(1,1,1); uniform vec3 uv1_offset; uniform vec3 uv2_scale= vec3(1,1,1); uniform vec3 uv2_offset;