// NOTE: Shader automatically converted from Godot Engine 4.0.3.rc1's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; #include "inc/common.gdshaderinc" #include "inc/curvature.gdshaderinc" void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; VERTEX = curvature_vertex(MODEL_MATRIX,VERTEX); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); albedo_tex *= COLOR; ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; if (emission_enabled) { vec3 emission_tex = texture(texture_emission,base_uv).rgb; EMISSION = (emission.rgb+emission_tex)*emission_energy; } if (ao_enabled) { AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel); AO_LIGHT_AFFECT = ao_light_affect; } if (normal_enabled) { NORMAL_MAP = texture(texture_normal,base_uv).rgb; NORMAL_MAP_DEPTH = normal_scale; } }