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@@ -23,17 +23,21 @@ void vertex() {
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void fragment() {
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+ // node: Diffuse BSDF
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+ // type: ShaderNodeBsdfDiffuse
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vec4 var1_DiffuseBSDF_Color;
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var1_DiffuseBSDF_Color = vec4(0.8000000715255737, 0.0, 0.0, 1.0);
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float var2_DiffuseBSDF_Roughness;
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var2_DiffuseBSDF_Roughness = 0.0;
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- vec3 var3_DiffuseBSDF_output_albedo;
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- float var4_DiffuseBSDF_output_specular;
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- float var5_DiffuseBSDF_output_roughness;
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- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
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- ALBEDO = var3_DiffuseBSDF_output_albedo;
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- SPECULAR = var4_DiffuseBSDF_output_specular;
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- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
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+ vec3 var3_out_albedo;
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+ float var4_out_specular;
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+ float var5_out_oren_nayar_roughness;
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+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
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+
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+ ALBEDO = var3_out_albedo;
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+ SPECULAR = var4_out_specular;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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@@ -117,25 +121,32 @@ void vertex() {
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void fragment() {
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+ // node: Glass BSDF
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+ // type: ShaderNodeBsdfGlass
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vec4 var1_GlassBSDF_Color;
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var1_GlassBSDF_Color = vec4(0.0, 1.0, 1.0, 1.0);
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float var2_GlassBSDF_Roughness;
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var2_GlassBSDF_Roughness = 0.23333333432674408;
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float var3_GlassBSDF_IOR;
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var3_GlassBSDF_IOR = 1.4500000476837158;
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- vec3 var4_GlassBSDF_output_albedo;
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- float var5_GlassBSDF_output_alpha;
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- float var6_GlassBSDF_output_specular;
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- float var7_GlassBSDF_output_roughness;
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- float var8_GlassBSDF_output_transmission;
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- float var9_GlassBSDF_output_ior;
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- node_bsdf_glass(var1_GlassBSDF_Color, var2_GlassBSDF_Roughness, var3_GlassBSDF_IOR, var4_GlassBSDF_output_albedo, var5_GlassBSDF_output_alpha, var6_GlassBSDF_output_specular, var7_GlassBSDF_output_roughness, var8_GlassBSDF_output_transmission, var9_GlassBSDF_output_ior);
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- ALBEDO = var4_GlassBSDF_output_albedo;
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- SPECULAR = var6_GlassBSDF_output_specular;
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- ROUGHNESS = var7_GlassBSDF_output_roughness;
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- refraction_fresnel(VERTEX, NORMAL, var9_GlassBSDF_output_ior, var5_GlassBSDF_output_alpha);
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- EMISSION += textureLod(SCREEN_TEXTURE, SCREEN_UV - NORMAL.xy * uni1_refraction_offset, ROUGHNESS).rgb * (1.0 - var5_GlassBSDF_output_alpha);
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- ALBEDO *= var5_GlassBSDF_output_alpha;
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+ vec3 var4_out_albedo;
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+ float var5_out_alpha;
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+ float var6_out_specular;
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+ float var7_out_roughness;
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+ float var8_out_transmission;
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+ float var9_out_ior;
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+ node_bsdf_glass(var1_GlassBSDF_Color, var2_GlassBSDF_Roughness, var3_GlassBSDF_IOR, var4_out_albedo, var5_out_alpha, var6_out_specular, var7_out_roughness, var8_out_transmission, var9_out_ior);
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+
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+ ALBEDO = var4_out_albedo;
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+ SPECULAR = var6_out_specular;
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+ ROUGHNESS = var7_out_roughness;
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+ // transmission usually does not work..
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+ // TRANSMISSION = vec3(1.0, 1.0, 1.0) * var8_out_transmission;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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+ refraction_fresnel(VERTEX, NORMAL, var9_out_ior, var5_out_alpha);
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+ EMISSION += textureLod(SCREEN_TEXTURE, SCREEN_UV - NORMAL.xy * uni1_refraction_offset, ROUGHNESS).rgb * (1.0 - var5_out_alpha);
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+ ALBEDO *= var5_out_alpha;
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ALPHA = 1.0;
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}
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"
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@@ -168,17 +179,21 @@ void vertex() {
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void fragment() {
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+ // node: Diffuse BSDF
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+ // type: ShaderNodeBsdfDiffuse
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vec4 var1_DiffuseBSDF_Color;
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var1_DiffuseBSDF_Color = vec4(0.3409999907016754, 0.3409999907016754, 0.3409999907016754, 1.0);
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float var2_DiffuseBSDF_Roughness;
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var2_DiffuseBSDF_Roughness = 0.0;
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- vec3 var3_DiffuseBSDF_output_albedo;
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- float var4_DiffuseBSDF_output_specular;
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- float var5_DiffuseBSDF_output_roughness;
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- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
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- ALBEDO = var3_DiffuseBSDF_output_albedo;
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- SPECULAR = var4_DiffuseBSDF_output_specular;
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- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
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+ vec3 var3_out_albedo;
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+ float var4_out_specular;
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+ float var5_out_oren_nayar_roughness;
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+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
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+
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+ ALBEDO = var3_out_albedo;
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+ SPECULAR = var4_out_specular;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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@@ -238,30 +253,39 @@ void vertex() {
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void fragment() {
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+ // node: Diffuse BSDF
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+ // type: ShaderNodeBsdfDiffuse
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vec4 var1_DiffuseBSDF_Color;
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var1_DiffuseBSDF_Color = vec4(0.011042675003409386, 0.011042675003409386, 0.011042675003409386, 1.0);
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float var2_DiffuseBSDF_Roughness;
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var2_DiffuseBSDF_Roughness = 0.0;
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- vec3 var3_DiffuseBSDF_output_albedo;
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- float var4_DiffuseBSDF_output_specular;
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- float var5_DiffuseBSDF_output_roughness;
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- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
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+ vec3 var3_out_albedo;
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+ float var4_out_specular;
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+ float var5_out_oren_nayar_roughness;
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+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
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+
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+ // node: Glossy BSDF
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+ // type: ShaderNodeBsdfGlossy
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vec4 var6_GlossyBSDF_Color;
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var6_GlossyBSDF_Color = vec4(0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0);
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float var7_GlossyBSDF_Roughness;
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var7_GlossyBSDF_Roughness = 0.0;
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- vec3 var8_GlossyBSDF_output_albedo;
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- float var9_GlossyBSDF_output_metallic;
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- float var10_GlossyBSDF_output_roughness;
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- node_bsdf_glossy(var6_GlossyBSDF_Color, var7_GlossyBSDF_Roughness, var8_GlossyBSDF_output_albedo, var9_GlossyBSDF_output_metallic, var10_GlossyBSDF_output_roughness);
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- vec3 var11_MixShader_albedo;
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- var11_MixShader_albedo = mix(var3_DiffuseBSDF_output_albedo, var8_GlossyBSDF_output_albedo, 0.1818181872367859);
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- float var12_MixShader_roughness;
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- var12_MixShader_roughness = mix(var5_DiffuseBSDF_output_roughness, var10_GlossyBSDF_output_roughness, 0.1818181872367859);
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- ALBEDO = var11_MixShader_albedo;
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- SPECULAR = var4_DiffuseBSDF_output_specular;
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- METALLIC = var9_GlossyBSDF_output_metallic;
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- ROUGHNESS = var12_MixShader_roughness;
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+ vec3 var8_out_albedo;
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+ float var9_out_metallic;
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+ float var10_out_roughness;
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+ node_bsdf_glossy(var6_GlossyBSDF_Color, var7_GlossyBSDF_Roughness, var8_out_albedo, var9_out_metallic, var10_out_roughness);
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+
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+ // node: Mix Shader
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+ // type: ShaderNodeMixShader
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+ vec3 var11_albedo;
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+ var11_albedo = mix(var3_out_albedo, var8_out_albedo, 0.1818181872367859);
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+
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+ ALBEDO = var11_albedo;
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+ SPECULAR = var4_out_specular;
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+ METALLIC = var9_out_metallic;
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+ ROUGHNESS = var10_out_roughness;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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@@ -313,17 +337,21 @@ void vertex() {
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void fragment() {
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+ // node: Diffuse BSDF
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+ // type: ShaderNodeBsdfDiffuse
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vec4 var1_DiffuseBSDF_Color;
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var1_DiffuseBSDF_Color = vec4(0.05347035825252533, 0.05347035825252533, 0.05347035825252533, 1.0);
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float var2_DiffuseBSDF_Roughness;
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var2_DiffuseBSDF_Roughness = 0.0;
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- vec3 var3_DiffuseBSDF_output_albedo;
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- float var4_DiffuseBSDF_output_specular;
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- float var5_DiffuseBSDF_output_roughness;
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- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
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- ALBEDO = var3_DiffuseBSDF_output_albedo;
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- SPECULAR = var4_DiffuseBSDF_output_specular;
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- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
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+ vec3 var3_out_albedo;
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+ float var4_out_specular;
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+ float var5_out_oren_nayar_roughness;
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+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
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+
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+ ALBEDO = var3_out_albedo;
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+ SPECULAR = var4_out_specular;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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@@ -395,17 +423,22 @@ void vertex() {
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void fragment() {
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+ // node: Glossy BSDF
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+ // type: ShaderNodeBsdfGlossy
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vec4 var1_GlossyBSDF_Color;
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var1_GlossyBSDF_Color = vec4(0.6672981381416321, 0.6672981381416321, 0.6672981381416321, 1.0);
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float var2_GlossyBSDF_Roughness;
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var2_GlossyBSDF_Roughness = 0.0;
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- vec3 var3_GlossyBSDF_output_albedo;
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- float var4_GlossyBSDF_output_metallic;
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- float var5_GlossyBSDF_output_roughness;
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- node_bsdf_glossy(var1_GlossyBSDF_Color, var2_GlossyBSDF_Roughness, var3_GlossyBSDF_output_albedo, var4_GlossyBSDF_output_metallic, var5_GlossyBSDF_output_roughness);
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- ALBEDO = var3_GlossyBSDF_output_albedo;
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- METALLIC = var4_GlossyBSDF_output_metallic;
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- ROUGHNESS = var5_GlossyBSDF_output_roughness;
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+ vec3 var3_out_albedo;
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+ float var4_out_metallic;
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+ float var5_out_roughness;
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+ node_bsdf_glossy(var1_GlossyBSDF_Color, var2_GlossyBSDF_Roughness, var3_out_albedo, var4_out_metallic, var5_out_roughness);
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+
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+ ALBEDO = var3_out_albedo;
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+ METALLIC = var4_out_metallic;
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+ ROUGHNESS = var5_out_roughness;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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@@ -461,54 +494,66 @@ void vertex() {
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void fragment() {
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+ mat4 inverted_view_matrix;
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+ inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
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+ mat4 inverted_model_matrix;
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+ inverted_model_matrix = inverse(WORLD_MATRIX);
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+ // node: Texture Coordinate
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+ // type: ShaderNodeTexCoord
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vec3 var1_TextureCoordinate_Normal;
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var1_TextureCoordinate_Normal = NORMAL;
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- mat4 var2_inverted_model_matrix;
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- var2_inverted_model_matrix = inverse(WORLD_MATRIX);
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- mat4 var3_inverted_view_matrix;
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- var3_inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
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- var1_TextureCoordinate_Normal = normalize(var2_inverted_model_matrix * (var3_inverted_view_matrix * vec4(var1_TextureCoordinate_Normal, 0.0))).xyz;
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+ // convert from view space to model space
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+ var1_TextureCoordinate_Normal = normalize(inverted_model_matrix * (inverted_view_matrix * vec4(var1_TextureCoordinate_Normal, 0.0))).xyz;
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+ // convert from y-up to z-up
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var1_TextureCoordinate_Normal = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0)) * var1_TextureCoordinate_Normal;
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- vec4 var4_PrincipledBSDF_BaseColor;
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- var4_PrincipledBSDF_BaseColor = vec4(0.025226209312677383, 0.11296848952770233, 0.8000000715255737, 1.0);
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- float var5_auto_insert_RGBtoBW;
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- node_rgb_to_bw(vec4(var1_TextureCoordinate_Normal, 1.0), var5_auto_insert_RGBtoBW);
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- vec4 var6_PrincipledBSDF_SubsurfaceColor;
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- var6_PrincipledBSDF_SubsurfaceColor = vec4(0.699999988079071, 0.10000000149011612, 0.10000000149011612, 1.0);
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- float var7_PrincipledBSDF_Metallic;
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- var7_PrincipledBSDF_Metallic = 0.0;
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- float var8_PrincipledBSDF_Specular;
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- var8_PrincipledBSDF_Specular = 0.5;
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- float var9_PrincipledBSDF_Roughness;
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- var9_PrincipledBSDF_Roughness = 0.5;
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- float var10_PrincipledBSDF_Clearcoat;
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- var10_PrincipledBSDF_Clearcoat = 0.0;
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- float var11_PrincipledBSDF_ClearcoatRoughness;
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- var11_PrincipledBSDF_ClearcoatRoughness = 0.029999999329447746;
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- float var12_PrincipledBSDF_Anisotropic;
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- var12_PrincipledBSDF_Anisotropic = 0.0;
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- float var13_PrincipledBSDF_Transmission;
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- var13_PrincipledBSDF_Transmission = 0.0;
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- float var14_PrincipledBSDF_IOR;
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- var14_PrincipledBSDF_IOR = 1.4500000476837158;
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- vec3 var15_PrincipledBSDF_output_albedo;
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- float var16_PrincipledBSDF_output_sss_strength;
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- float var17_PrincipledBSDF_output_metallic;
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- float var18_PrincipledBSDF_output_specular;
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- float var19_PrincipledBSDF_output_roughness;
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- float var20_PrincipledBSDF_output_clearcoat;
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- float var21_PrincipledBSDF_output_clearcoat_gloss;
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- float var22_PrincipledBSDF_output_anisotropy;
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- float var23_PrincipledBSDF_output_transmission;
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- float var24_PrincipledBSDF_output_ior;
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- node_bsdf_principled(var4_PrincipledBSDF_BaseColor, var5_auto_insert_RGBtoBW, var6_PrincipledBSDF_SubsurfaceColor, var7_PrincipledBSDF_Metallic, var8_PrincipledBSDF_Specular, var9_PrincipledBSDF_Roughness, var10_PrincipledBSDF_Clearcoat, var11_PrincipledBSDF_ClearcoatRoughness, var12_PrincipledBSDF_Anisotropic, var13_PrincipledBSDF_Transmission, var14_PrincipledBSDF_IOR, var15_PrincipledBSDF_output_albedo, var16_PrincipledBSDF_output_sss_strength, var17_PrincipledBSDF_output_metallic, var18_PrincipledBSDF_output_specular, var19_PrincipledBSDF_output_roughness, var20_PrincipledBSDF_output_clearcoat, var21_PrincipledBSDF_output_clearcoat_gloss, var22_PrincipledBSDF_output_anisotropy, var23_PrincipledBSDF_output_transmission, var24_PrincipledBSDF_output_ior);
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- ALBEDO = var15_PrincipledBSDF_output_albedo;
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- SSS_STRENGTH = var16_PrincipledBSDF_output_sss_strength;
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- SPECULAR = var18_PrincipledBSDF_output_specular;
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- METALLIC = var17_PrincipledBSDF_output_metallic;
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- ROUGHNESS = var19_PrincipledBSDF_output_roughness;
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- CLEARCOAT = var20_PrincipledBSDF_output_clearcoat;
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- CLEARCOAT_GLOSS = var21_PrincipledBSDF_output_clearcoat_gloss;
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+
|
|
|
+ // node: Principled BSDF
|
|
|
+ // type: ShaderNodeBsdfPrincipled
|
|
|
+ vec4 var2_PrincipledBSDF_BaseColor;
|
|
|
+ var2_PrincipledBSDF_BaseColor = vec4(0.025226209312677383, 0.11296848952770233, 0.8000000715255737, 1.0);
|
|
|
+ float var3_converted_var1_TextureCoordinate_Normal;
|
|
|
+ node_rgb_to_bw(vec4(var1_TextureCoordinate_Normal, 1.0), var3_converted_var1_TextureCoordinate_Normal);
|
|
|
+ vec4 var4_PrincipledBSDF_SubsurfaceColor;
|
|
|
+ var4_PrincipledBSDF_SubsurfaceColor = vec4(0.699999988079071, 0.10000000149011612, 0.10000000149011612, 1.0);
|
|
|
+ float var5_PrincipledBSDF_Metallic;
|
|
|
+ var5_PrincipledBSDF_Metallic = 0.0;
|
|
|
+ float var6_PrincipledBSDF_Specular;
|
|
|
+ var6_PrincipledBSDF_Specular = 0.5;
|
|
|
+ float var7_PrincipledBSDF_Roughness;
|
|
|
+ var7_PrincipledBSDF_Roughness = 0.5;
|
|
|
+ float var8_PrincipledBSDF_Clearcoat;
|
|
|
+ var8_PrincipledBSDF_Clearcoat = 0.0;
|
|
|
+ float var9_PrincipledBSDF_ClearcoatRoughness;
|
|
|
+ var9_PrincipledBSDF_ClearcoatRoughness = 0.029999999329447746;
|
|
|
+ float var10_PrincipledBSDF_Anisotropic;
|
|
|
+ var10_PrincipledBSDF_Anisotropic = 0.0;
|
|
|
+ float var11_PrincipledBSDF_Transmission;
|
|
|
+ var11_PrincipledBSDF_Transmission = 0.0;
|
|
|
+ float var12_PrincipledBSDF_IOR;
|
|
|
+ var12_PrincipledBSDF_IOR = 1.4500000476837158;
|
|
|
+ vec3 var13_out_albedo;
|
|
|
+ float var14_out_sss_strength;
|
|
|
+ float var15_out_metallic;
|
|
|
+ float var16_out_specular;
|
|
|
+ float var17_out_roughness;
|
|
|
+ float var18_out_clearcoat;
|
|
|
+ float var19_out_clearcoat_gloss;
|
|
|
+ float var20_out_anisotropy;
|
|
|
+ float var21_out_transmission;
|
|
|
+ float var22_out_ior;
|
|
|
+ node_bsdf_principled(var2_PrincipledBSDF_BaseColor, var3_converted_var1_TextureCoordinate_Normal, var4_PrincipledBSDF_SubsurfaceColor, var5_PrincipledBSDF_Metallic, var6_PrincipledBSDF_Specular, var7_PrincipledBSDF_Roughness, var8_PrincipledBSDF_Clearcoat, var9_PrincipledBSDF_ClearcoatRoughness, var10_PrincipledBSDF_Anisotropic, var11_PrincipledBSDF_Transmission, var12_PrincipledBSDF_IOR, var13_out_albedo, var14_out_sss_strength, var15_out_metallic, var16_out_specular, var17_out_roughness, var18_out_clearcoat, var19_out_clearcoat_gloss, var20_out_anisotropy, var21_out_transmission, var22_out_ior);
|
|
|
+
|
|
|
+ ALBEDO = var13_out_albedo;
|
|
|
+ SSS_STRENGTH = var14_out_sss_strength;
|
|
|
+ SPECULAR = var16_out_specular;
|
|
|
+ METALLIC = var15_out_metallic;
|
|
|
+ ROUGHNESS = var17_out_roughness;
|
|
|
+ CLEARCOAT = var18_out_clearcoat;
|
|
|
+ CLEARCOAT_GLOSS = var19_out_clearcoat_gloss;
|
|
|
+ // transmission usually does not work..
|
|
|
+ // TRANSMISSION = vec3(1.0, 1.0, 1.0) * var21_out_transmission;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -540,17 +585,24 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
+
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_auto_insert_VecToColor;
|
|
|
var1_auto_insert_VecToColor = vec4(clamp(vec3(VERTEX.xy, -VERTEX.z), vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_auto_insert_VecToColor, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var3_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
|
|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_auto_insert_VecToColor, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var3_out_albedo;
|
|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -582,17 +634,24 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
+
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_auto_insert_VecToColor;
|
|
|
var1_auto_insert_VecToColor = vec4(clamp(vec3(SCREEN_UV, 0.0), vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_auto_insert_VecToColor, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var3_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
|
|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_auto_insert_VecToColor, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var3_out_albedo;
|
|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -624,20 +683,28 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
vec3 var1_TextureCoordinate_Reflection;
|
|
|
var1_TextureCoordinate_Reflection = (inverse(INV_CAMERA_MATRIX) * vec4(reflect(normalize(VERTEX), NORMAL), 0.0)).xyz;
|
|
|
+ // convert from y-up to z-up
|
|
|
var1_TextureCoordinate_Reflection = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0)) * var1_TextureCoordinate_Reflection;
|
|
|
+
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var2_auto_insert_VecToColor;
|
|
|
var2_auto_insert_VecToColor = vec4(clamp(var1_TextureCoordinate_Reflection, vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
float var3_DiffuseBSDF_Roughness;
|
|
|
var3_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var4_DiffuseBSDF_output_albedo;
|
|
|
- float var5_DiffuseBSDF_output_specular;
|
|
|
- float var6_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var2_auto_insert_VecToColor, var3_DiffuseBSDF_Roughness, var4_DiffuseBSDF_output_albedo, var5_DiffuseBSDF_output_specular, var6_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var4_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var5_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var6_DiffuseBSDF_output_roughness;
|
|
|
+ vec3 var4_out_albedo;
|
|
|
+ float var5_out_specular;
|
|
|
+ float var6_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var2_auto_insert_VecToColor, var3_DiffuseBSDF_Roughness, var4_out_albedo, var5_out_specular, var6_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var4_out_albedo;
|
|
|
+ SPECULAR = var5_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -669,25 +736,34 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ mat4 inverted_view_matrix;
|
|
|
+ inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
+ mat4 inverted_model_matrix;
|
|
|
+ inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
vec3 var1_TextureCoordinate_Object;
|
|
|
var1_TextureCoordinate_Object = VERTEX;
|
|
|
- mat4 var2_inverted_model_matrix;
|
|
|
- var2_inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
- mat4 var3_inverted_view_matrix;
|
|
|
- var3_inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
- var1_TextureCoordinate_Object = (var2_inverted_model_matrix * (var3_inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from view space to model space
|
|
|
+ var1_TextureCoordinate_Object = (inverted_model_matrix * (inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from y-up to z-up
|
|
|
var1_TextureCoordinate_Object = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0)) * var1_TextureCoordinate_Object;
|
|
|
- vec4 var4_auto_insert_VecToColor;
|
|
|
- var4_auto_insert_VecToColor = vec4(clamp(var1_TextureCoordinate_Object, vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
- float var5_DiffuseBSDF_Roughness;
|
|
|
- var5_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var6_DiffuseBSDF_output_albedo;
|
|
|
- float var7_DiffuseBSDF_output_specular;
|
|
|
- float var8_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var4_auto_insert_VecToColor, var5_DiffuseBSDF_Roughness, var6_DiffuseBSDF_output_albedo, var7_DiffuseBSDF_output_specular, var8_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var6_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var7_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var8_DiffuseBSDF_output_roughness;
|
|
|
+
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
+ vec4 var2_auto_insert_VecToColor;
|
|
|
+ var2_auto_insert_VecToColor = vec4(clamp(var1_TextureCoordinate_Object, vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
+ float var3_DiffuseBSDF_Roughness;
|
|
|
+ var3_DiffuseBSDF_Roughness = 0.0;
|
|
|
+ vec3 var4_out_albedo;
|
|
|
+ float var5_out_specular;
|
|
|
+ float var6_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var2_auto_insert_VecToColor, var3_DiffuseBSDF_Roughness, var4_out_albedo, var5_out_specular, var6_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var4_out_albedo;
|
|
|
+ SPECULAR = var5_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -737,41 +813,65 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ mat4 inverted_view_matrix;
|
|
|
+ inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
+ mat4 inverted_model_matrix;
|
|
|
+ inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
vec3 var1_TextureCoordinate_Object;
|
|
|
var1_TextureCoordinate_Object = VERTEX;
|
|
|
- mat4 var2_inverted_model_matrix;
|
|
|
- var2_inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
- mat4 var3_inverted_view_matrix;
|
|
|
- var3_inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
- var1_TextureCoordinate_Object = (var2_inverted_model_matrix * (var3_inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from view space to model space
|
|
|
+ var1_TextureCoordinate_Object = (inverted_model_matrix * (inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from y-up to z-up
|
|
|
var1_TextureCoordinate_Object = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0)) * var1_TextureCoordinate_Object;
|
|
|
- float var4_SeparateXYZ_X;
|
|
|
- float var5_SeparateXYZ_Y;
|
|
|
- float var6_SeparateXYZ_Z;
|
|
|
- node_separate_xyz(var1_TextureCoordinate_Object, var4_SeparateXYZ_X, var5_SeparateXYZ_Y, var6_SeparateXYZ_Z);
|
|
|
- float var7_Math002_Value_001;
|
|
|
- var7_Math002_Value_001 = 0.10000000149011612;
|
|
|
- float var8_Math002_Value;
|
|
|
- node_math_multiply_no_clamp(var4_SeparateXYZ_X, var7_Math002_Value_001, var8_Math002_Value);
|
|
|
- float var9_Math001_Value_001;
|
|
|
- var9_Math001_Value_001 = 1.0;
|
|
|
- float var10_Math001_Value;
|
|
|
- node_math_multiply_no_clamp(var5_SeparateXYZ_Y, var9_Math001_Value_001, var10_Math001_Value);
|
|
|
- float var11_Math_Value_001;
|
|
|
- var11_Math_Value_001 = 0.10000000149011612;
|
|
|
- float var12_Math_Value;
|
|
|
- node_math_multiply_no_clamp(var6_SeparateXYZ_Z, var11_Math_Value_001, var12_Math_Value);
|
|
|
- vec4 var13_CombineRGB_Image;
|
|
|
- node_combine_rgb(var8_Math002_Value, var10_Math001_Value, var12_Math_Value, var13_CombineRGB_Image);
|
|
|
- float var14_DiffuseBSDF_Roughness;
|
|
|
- var14_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var15_DiffuseBSDF_output_albedo;
|
|
|
- float var16_DiffuseBSDF_output_specular;
|
|
|
- float var17_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var13_CombineRGB_Image, var14_DiffuseBSDF_Roughness, var15_DiffuseBSDF_output_albedo, var16_DiffuseBSDF_output_specular, var17_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var15_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var16_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var17_DiffuseBSDF_output_roughness;
|
|
|
+
|
|
|
+ // node: Separate XYZ
|
|
|
+ // type: ShaderNodeSeparateXYZ
|
|
|
+ float var2_SeparateXYZ_X;
|
|
|
+ float var3_SeparateXYZ_Y;
|
|
|
+ float var4_SeparateXYZ_Z;
|
|
|
+ node_separate_xyz(var1_TextureCoordinate_Object, var2_SeparateXYZ_X, var3_SeparateXYZ_Y, var4_SeparateXYZ_Z);
|
|
|
+
|
|
|
+ // node: Math.002
|
|
|
+ // type: ShaderNodeMath
|
|
|
+ float var5_Math002_Value_001;
|
|
|
+ var5_Math002_Value_001 = 0.10000000149011612;
|
|
|
+ float var6_Math002_Value;
|
|
|
+ node_math_multiply_no_clamp(var2_SeparateXYZ_X, var5_Math002_Value_001, var6_Math002_Value);
|
|
|
+
|
|
|
+ // node: Math.001
|
|
|
+ // type: ShaderNodeMath
|
|
|
+ float var7_Math001_Value_001;
|
|
|
+ var7_Math001_Value_001 = 1.0;
|
|
|
+ float var8_Math001_Value;
|
|
|
+ node_math_multiply_no_clamp(var3_SeparateXYZ_Y, var7_Math001_Value_001, var8_Math001_Value);
|
|
|
+
|
|
|
+ // node: Math
|
|
|
+ // type: ShaderNodeMath
|
|
|
+ float var9_Math_Value_001;
|
|
|
+ var9_Math_Value_001 = 0.10000000149011612;
|
|
|
+ float var10_Math_Value;
|
|
|
+ node_math_multiply_no_clamp(var4_SeparateXYZ_Z, var9_Math_Value_001, var10_Math_Value);
|
|
|
+
|
|
|
+ // node: Combine RGB
|
|
|
+ // type: ShaderNodeCombineRGB
|
|
|
+ vec4 var11_CombineRGB_Image;
|
|
|
+ node_combine_rgb(var6_Math002_Value, var8_Math001_Value, var10_Math_Value, var11_CombineRGB_Image);
|
|
|
+
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
+ float var12_DiffuseBSDF_Roughness;
|
|
|
+ var12_DiffuseBSDF_Roughness = 0.0;
|
|
|
+ vec3 var13_out_albedo;
|
|
|
+ float var14_out_specular;
|
|
|
+ float var15_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var11_CombineRGB_Image, var12_DiffuseBSDF_Roughness, var13_out_albedo, var14_out_specular, var15_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var13_out_albedo;
|
|
|
+ SPECULAR = var14_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -811,30 +911,39 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_DiffuseBSDF_Color;
|
|
|
var1_DiffuseBSDF_Color = vec4(0.8000000715255737, 0.003039679490029812, 0.009835286065936089, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
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|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
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+
|
|
|
+ // node: Glossy BSDF
|
|
|
+ // type: ShaderNodeBsdfGlossy
|
|
|
vec4 var6_GlossyBSDF_Color;
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|
|
var6_GlossyBSDF_Color = vec4(0.019991951063275337, 0.02466939389705658, 0.8000000715255737, 1.0);
|
|
|
float var7_GlossyBSDF_Roughness;
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|
var7_GlossyBSDF_Roughness = 0.0;
|
|
|
- vec3 var8_GlossyBSDF_output_albedo;
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|
- float var9_GlossyBSDF_output_metallic;
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|
- float var10_GlossyBSDF_output_roughness;
|
|
|
- node_bsdf_glossy(var6_GlossyBSDF_Color, var7_GlossyBSDF_Roughness, var8_GlossyBSDF_output_albedo, var9_GlossyBSDF_output_metallic, var10_GlossyBSDF_output_roughness);
|
|
|
- vec3 var11_AddShader_albedo;
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|
|
- var11_AddShader_albedo = var3_DiffuseBSDF_output_albedo + var8_GlossyBSDF_output_albedo;
|
|
|
- float var12_AddShader_roughness;
|
|
|
- var12_AddShader_roughness = mix(var5_DiffuseBSDF_output_roughness, var10_GlossyBSDF_output_roughness, 0.5);
|
|
|
- ALBEDO = var11_AddShader_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- METALLIC = var9_GlossyBSDF_output_metallic;
|
|
|
- ROUGHNESS = var12_AddShader_roughness;
|
|
|
+ vec3 var8_out_albedo;
|
|
|
+ float var9_out_metallic;
|
|
|
+ float var10_out_roughness;
|
|
|
+ node_bsdf_glossy(var6_GlossyBSDF_Color, var7_GlossyBSDF_Roughness, var8_out_albedo, var9_out_metallic, var10_out_roughness);
|
|
|
+
|
|
|
+ // node: Add Shader
|
|
|
+ // type: ShaderNodeAddShader
|
|
|
+ vec3 var11_albedo;
|
|
|
+ var11_albedo = mix(var3_out_albedo, var8_out_albedo, 0.5);
|
|
|
+
|
|
|
+ ALBEDO = var11_albedo;
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|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ METALLIC = var9_out_metallic;
|
|
|
+ ROUGHNESS = var10_out_roughness;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -866,19 +975,26 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_DiffuseBSDF_Color;
|
|
|
var1_DiffuseBSDF_Color = vec4(0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
- vec3 var6_MixShader_albedo;
|
|
|
- var6_MixShader_albedo = mix(var3_DiffuseBSDF_output_albedo, vec3(0.0, 0.0, 0.0), 1.0);
|
|
|
- ALBEDO = var6_MixShader_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
|
|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ // node: Mix Shader
|
|
|
+ // type: ShaderNodeMixShader
|
|
|
+ vec3 var6_albedo;
|
|
|
+ var6_albedo = mix(var3_out_albedo, vec3(0.0, 0.0, 0.0), 1.0);
|
|
|
+
|
|
|
+ ALBEDO = var6_albedo;
|
|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -915,25 +1031,35 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_DiffuseBSDF_Color;
|
|
|
var1_DiffuseBSDF_Color = vec4(0.04174342006444931, 0.060984428972005844, 0.8000000715255737, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
|
|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ // node: Transparent BSDF
|
|
|
+ // type: ShaderNodeBsdfTransparent
|
|
|
vec4 var6_TransparentBSDF_Color;
|
|
|
var6_TransparentBSDF_Color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
- float var7_TransparentBSDF_output_alpha;
|
|
|
- node_bsdf_transparent(var6_TransparentBSDF_Color, var7_TransparentBSDF_output_alpha);
|
|
|
- float var8_MixShader_alpha;
|
|
|
- var8_MixShader_alpha = mix(1.0, var7_TransparentBSDF_output_alpha, 0.5);
|
|
|
- ALBEDO = var3_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
|
|
|
- EMISSION += textureLod(SCREEN_TEXTURE, SCREEN_UV - NORMAL.xy * uni1_refraction_offset, ROUGHNESS).rgb * (1.0 - var8_MixShader_alpha);
|
|
|
- ALBEDO *= var8_MixShader_alpha;
|
|
|
+ float var7_out_alpha;
|
|
|
+ node_bsdf_transparent(var6_TransparentBSDF_Color, var7_out_alpha);
|
|
|
+
|
|
|
+ // node: Mix Shader
|
|
|
+ // type: ShaderNodeMixShader
|
|
|
+ float var8_alpha;
|
|
|
+ var8_alpha = mix(1.0, var7_out_alpha, 0.5);
|
|
|
+
|
|
|
+ ALBEDO = var3_out_albedo;
|
|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
+ EMISSION += textureLod(SCREEN_TEXTURE, SCREEN_UV - NORMAL.xy * uni1_refraction_offset, ROUGHNESS).rgb * (1.0 - var8_alpha);
|
|
|
+ ALBEDO *= var8_alpha;
|
|
|
ALPHA = 1.0;
|
|
|
}
|
|
|
"
|
|
@@ -966,17 +1092,21 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ // node: Diffuse BSDF
|
|
|
+ // type: ShaderNodeBsdfDiffuse
|
|
|
vec4 var1_DiffuseBSDF_Color;
|
|
|
var1_DiffuseBSDF_Color = vec4(0.7874122262001038, 0.7874122262001038, 0.7874122262001038, 1.0);
|
|
|
float var2_DiffuseBSDF_Roughness;
|
|
|
var2_DiffuseBSDF_Roughness = 0.0;
|
|
|
- vec3 var3_DiffuseBSDF_output_albedo;
|
|
|
- float var4_DiffuseBSDF_output_specular;
|
|
|
- float var5_DiffuseBSDF_output_roughness;
|
|
|
- node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
|
|
|
- ALBEDO = var3_DiffuseBSDF_output_albedo;
|
|
|
- SPECULAR = var4_DiffuseBSDF_output_specular;
|
|
|
- ROUGHNESS = var5_DiffuseBSDF_output_roughness;
|
|
|
+ vec3 var3_out_albedo;
|
|
|
+ float var4_out_specular;
|
|
|
+ float var5_out_oren_nayar_roughness;
|
|
|
+ node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_out_albedo, var4_out_specular, var5_out_oren_nayar_roughness);
|
|
|
+
|
|
|
+ ALBEDO = var3_out_albedo;
|
|
|
+ SPECULAR = var4_out_specular;
|
|
|
+ // uncomment it only when you set diffuse mode to oren nayar
|
|
|
+ // ROUGHNESS = oren_nayar_rougness
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -1107,58 +1237,76 @@ void vertex() {
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
+ mat4 inverted_view_matrix;
|
|
|
+ inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
+ mat4 inverted_model_matrix;
|
|
|
+ inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
+ // node: Texture Coordinate
|
|
|
+ // type: ShaderNodeTexCoord
|
|
|
vec3 var1_TextureCoordinate_Object;
|
|
|
var1_TextureCoordinate_Object = VERTEX;
|
|
|
- mat4 var2_inverted_model_matrix;
|
|
|
- var2_inverted_model_matrix = inverse(WORLD_MATRIX);
|
|
|
- mat4 var3_inverted_view_matrix;
|
|
|
- var3_inverted_view_matrix = inverse(INV_CAMERA_MATRIX);
|
|
|
- var1_TextureCoordinate_Object = (var2_inverted_model_matrix * (var3_inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from view space to model space
|
|
|
+ var1_TextureCoordinate_Object = (inverted_model_matrix * (inverted_view_matrix * vec4(var1_TextureCoordinate_Object, 1.0))).xyz;
|
|
|
+ // convert from y-up to z-up
|
|
|
var1_TextureCoordinate_Object = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0)) * var1_TextureCoordinate_Object;
|
|
|
- float var4_auto_insert_RGBtoBW;
|
|
|
- node_rgb_to_bw(vec4(var1_TextureCoordinate_Object, 1.0), var4_auto_insert_RGBtoBW);
|
|
|
- float var5_Math_Value_001;
|
|
|
- var5_Math_Value_001 = 0.0;
|
|
|
- float var6_Math_Value;
|
|
|
- node_math_add_clamp(var4_auto_insert_RGBtoBW, var5_Math_Value_001, var6_Math_Value);
|
|
|
- vec4 var7_auto_insert_VecToColor;
|
|
|
- var7_auto_insert_VecToColor = vec4(clamp(var1_TextureCoordinate_Object, vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
- vec4 var8_PrincipledBSDF_SubsurfaceColor;
|
|
|
- var8_PrincipledBSDF_SubsurfaceColor = vec4(0.699999988079071, 0.10000000149011612, 0.10000000149011612, 1.0);
|
|
|
- float var9_PrincipledBSDF_Metallic;
|
|
|
- var9_PrincipledBSDF_Metallic = 0.0;
|
|
|
- float var10_PrincipledBSDF_Specular;
|
|
|
- var10_PrincipledBSDF_Specular = 0.5;
|
|
|
- float var11_PrincipledBSDF_Roughness;
|
|
|
- var11_PrincipledBSDF_Roughness = 0.5;
|
|
|
- float var12_PrincipledBSDF_Clearcoat;
|
|
|
- var12_PrincipledBSDF_Clearcoat = 0.0;
|
|
|
- float var13_PrincipledBSDF_ClearcoatRoughness;
|
|
|
- var13_PrincipledBSDF_ClearcoatRoughness = 0.029999999329447746;
|
|
|
- float var14_PrincipledBSDF_Anisotropic;
|
|
|
- var14_PrincipledBSDF_Anisotropic = 0.0;
|
|
|
- float var15_PrincipledBSDF_Transmission;
|
|
|
- var15_PrincipledBSDF_Transmission = 0.0;
|
|
|
- float var16_PrincipledBSDF_IOR;
|
|
|
- var16_PrincipledBSDF_IOR = 1.4500000476837158;
|
|
|
- vec3 var17_PrincipledBSDF_output_albedo;
|
|
|
- float var18_PrincipledBSDF_output_sss_strength;
|
|
|
- float var19_PrincipledBSDF_output_metallic;
|
|
|
- float var20_PrincipledBSDF_output_specular;
|
|
|
- float var21_PrincipledBSDF_output_roughness;
|
|
|
- float var22_PrincipledBSDF_output_clearcoat;
|
|
|
- float var23_PrincipledBSDF_output_clearcoat_gloss;
|
|
|
- float var24_PrincipledBSDF_output_anisotropy;
|
|
|
- float var25_PrincipledBSDF_output_transmission;
|
|
|
- float var26_PrincipledBSDF_output_ior;
|
|
|
- node_bsdf_principled(var7_auto_insert_VecToColor, var6_Math_Value, var8_PrincipledBSDF_SubsurfaceColor, var9_PrincipledBSDF_Metallic, var10_PrincipledBSDF_Specular, var11_PrincipledBSDF_Roughness, var12_PrincipledBSDF_Clearcoat, var13_PrincipledBSDF_ClearcoatRoughness, var14_PrincipledBSDF_Anisotropic, var15_PrincipledBSDF_Transmission, var16_PrincipledBSDF_IOR, var17_PrincipledBSDF_output_albedo, var18_PrincipledBSDF_output_sss_strength, var19_PrincipledBSDF_output_metallic, var20_PrincipledBSDF_output_specular, var21_PrincipledBSDF_output_roughness, var22_PrincipledBSDF_output_clearcoat, var23_PrincipledBSDF_output_clearcoat_gloss, var24_PrincipledBSDF_output_anisotropy, var25_PrincipledBSDF_output_transmission, var26_PrincipledBSDF_output_ior);
|
|
|
- ALBEDO = var17_PrincipledBSDF_output_albedo;
|
|
|
- SSS_STRENGTH = var18_PrincipledBSDF_output_sss_strength;
|
|
|
- SPECULAR = var20_PrincipledBSDF_output_specular;
|
|
|
- METALLIC = var19_PrincipledBSDF_output_metallic;
|
|
|
- ROUGHNESS = var21_PrincipledBSDF_output_roughness;
|
|
|
- CLEARCOAT = var22_PrincipledBSDF_output_clearcoat;
|
|
|
- CLEARCOAT_GLOSS = var23_PrincipledBSDF_output_clearcoat_gloss;
|
|
|
+
|
|
|
+ // node: Reroute
|
|
|
+ // type: NodeReroute
|
|
|
+
|
|
|
+ // node: Math
|
|
|
+ // type: ShaderNodeMath
|
|
|
+ float var2_converted_var1_TextureCoordinate_Object;
|
|
|
+ node_rgb_to_bw(vec4(var1_TextureCoordinate_Object, 1.0), var2_converted_var1_TextureCoordinate_Object);
|
|
|
+ float var3_Math_Value_001;
|
|
|
+ var3_Math_Value_001 = 0.0;
|
|
|
+ float var4_Math_Value;
|
|
|
+ node_math_add_clamp(var2_converted_var1_TextureCoordinate_Object, var3_Math_Value_001, var4_Math_Value);
|
|
|
+
|
|
|
+ // node: Principled BSDF
|
|
|
+ // type: ShaderNodeBsdfPrincipled
|
|
|
+ vec4 var5_auto_insert_VecToColor;
|
|
|
+ var5_auto_insert_VecToColor = vec4(clamp(var1_TextureCoordinate_Object, vec3(0.0, 0.0, 0.0),vec3(1.0, 1.0, 1.0)).xyz, 1.0);
|
|
|
+ vec4 var6_PrincipledBSDF_SubsurfaceColor;
|
|
|
+ var6_PrincipledBSDF_SubsurfaceColor = vec4(0.699999988079071, 0.10000000149011612, 0.10000000149011612, 1.0);
|
|
|
+ float var7_PrincipledBSDF_Metallic;
|
|
|
+ var7_PrincipledBSDF_Metallic = 0.0;
|
|
|
+ float var8_PrincipledBSDF_Specular;
|
|
|
+ var8_PrincipledBSDF_Specular = 0.5;
|
|
|
+ float var9_PrincipledBSDF_Roughness;
|
|
|
+ var9_PrincipledBSDF_Roughness = 0.5;
|
|
|
+ float var10_PrincipledBSDF_Clearcoat;
|
|
|
+ var10_PrincipledBSDF_Clearcoat = 0.0;
|
|
|
+ float var11_PrincipledBSDF_ClearcoatRoughness;
|
|
|
+ var11_PrincipledBSDF_ClearcoatRoughness = 0.029999999329447746;
|
|
|
+ float var12_PrincipledBSDF_Anisotropic;
|
|
|
+ var12_PrincipledBSDF_Anisotropic = 0.0;
|
|
|
+ float var13_PrincipledBSDF_Transmission;
|
|
|
+ var13_PrincipledBSDF_Transmission = 0.0;
|
|
|
+ float var14_PrincipledBSDF_IOR;
|
|
|
+ var14_PrincipledBSDF_IOR = 1.4500000476837158;
|
|
|
+ vec3 var15_out_albedo;
|
|
|
+ float var16_out_sss_strength;
|
|
|
+ float var17_out_metallic;
|
|
|
+ float var18_out_specular;
|
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+ float var19_out_roughness;
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+ float var20_out_clearcoat;
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+ float var21_out_clearcoat_gloss;
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+ float var22_out_anisotropy;
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+ float var23_out_transmission;
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+ float var24_out_ior;
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+ node_bsdf_principled(var5_auto_insert_VecToColor, var4_Math_Value, var6_PrincipledBSDF_SubsurfaceColor, var7_PrincipledBSDF_Metallic, var8_PrincipledBSDF_Specular, var9_PrincipledBSDF_Roughness, var10_PrincipledBSDF_Clearcoat, var11_PrincipledBSDF_ClearcoatRoughness, var12_PrincipledBSDF_Anisotropic, var13_PrincipledBSDF_Transmission, var14_PrincipledBSDF_IOR, var15_out_albedo, var16_out_sss_strength, var17_out_metallic, var18_out_specular, var19_out_roughness, var20_out_clearcoat, var21_out_clearcoat_gloss, var22_out_anisotropy, var23_out_transmission, var24_out_ior);
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+
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+ ALBEDO = var15_out_albedo;
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+ SSS_STRENGTH = var16_out_sss_strength;
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+ SPECULAR = var18_out_specular;
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+ METALLIC = var17_out_metallic;
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+ ROUGHNESS = var19_out_roughness;
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+ CLEARCOAT = var20_out_clearcoat;
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+ CLEARCOAT_GLOSS = var21_out_clearcoat_gloss;
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+ // transmission usually does not work..
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+ // TRANSMISSION = vec3(1.0, 1.0, 1.0) * var23_out_transmission;
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+ // uncomment it only when you set diffuse mode to oren nayar
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+ // ROUGHNESS = oren_nayar_rougness
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}
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"
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