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@@ -97,51 +97,51 @@ 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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+ // node: 'Diffuse BSDF'
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+ // type: 'ShaderNodeBsdfDiffuse'
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// input sockets handling
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- vec4 node0_in0_color = vec4(0.800000011920929, 0.800000011920929,
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- 0.800000011920929, 1.0);
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+ vec4 node0_in0_color = vec4(0.011042675003409386, 0.011042675003409386,
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+ 0.011042675003409386, 1.0);
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float node0_in1_roughness = float(0.0);
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vec3 node0_in2_normal = NORMAL;
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// output sockets definitions
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vec3 node0_bsdf_out0_albedo;
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- float node0_bsdf_out1_metallic;
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- float node0_bsdf_out2_roughness;
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+ float node0_bsdf_out1_specular;
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+ float node0_bsdf_out2_oren_nayar_roughness;
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- node_bsdf_glossy(node0_in0_color, node0_in1_roughness, node0_bsdf_out0_albedo,
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- node0_bsdf_out1_metallic, node0_bsdf_out2_roughness);
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+ node_bsdf_diffuse(node0_in0_color, node0_in1_roughness, node0_bsdf_out0_albedo,
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+ node0_bsdf_out1_specular, node0_bsdf_out2_oren_nayar_roughness);
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- // node: 'Diffuse BSDF'
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- // type: 'ShaderNodeBsdfDiffuse'
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+ // node: 'Glossy BSDF'
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+ // type: 'ShaderNodeBsdfGlossy'
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// input sockets handling
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- vec4 node1_in0_color = vec4(0.011042675003409386, 0.011042675003409386,
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- 0.011042675003409386, 1.0);
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+ vec4 node1_in0_color = vec4(0.800000011920929, 0.800000011920929,
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+ 0.800000011920929, 1.0);
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float node1_in1_roughness = float(0.0);
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vec3 node1_in2_normal = NORMAL;
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// output sockets definitions
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vec3 node1_bsdf_out0_albedo;
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- float node1_bsdf_out1_specular;
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- float node1_bsdf_out2_oren_nayar_roughness;
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+ float node1_bsdf_out1_metallic;
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+ float node1_bsdf_out2_roughness;
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- node_bsdf_diffuse(node1_in0_color, node1_in1_roughness, node1_bsdf_out0_albedo,
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- node1_bsdf_out1_specular, node1_bsdf_out2_oren_nayar_roughness);
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+ node_bsdf_glossy(node1_in0_color, node1_in1_roughness, node1_bsdf_out0_albedo,
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+ node1_bsdf_out1_metallic, node1_bsdf_out2_roughness);
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// node: 'Mix Shader'
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// type: 'ShaderNodeMixShader'
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// input sockets handling
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float node2_in0_fac = float(0.1818181872367859);
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- vec3 node2_shader_in1_albedo = node1_bsdf_out0_albedo;
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- float node2_shader_in2_specular = node1_bsdf_out1_specular;
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+ vec3 node2_shader_in1_albedo = node0_bsdf_out0_albedo;
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+ float node2_shader_in2_specular = node0_bsdf_out1_specular;
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float node2_shader_in3_oren_nayar_roughness =
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- node1_bsdf_out2_oren_nayar_roughness;
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- vec3 node2_shader_in4_normal = node1_in2_normal;
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- vec3 node2_shader_in5_albedo = node0_bsdf_out0_albedo;
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- float node2_shader_in6_metallic = node0_bsdf_out1_metallic;
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- float node2_shader_in7_roughness = node0_bsdf_out2_roughness;
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- vec3 node2_shader_in8_normal = node0_in2_normal;
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+ node0_bsdf_out2_oren_nayar_roughness;
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+ vec3 node2_shader_in4_normal = node0_in2_normal;
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+ vec3 node2_shader_in5_albedo = node1_bsdf_out0_albedo;
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+ float node2_shader_in6_metallic = node1_bsdf_out1_metallic;
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+ float node2_shader_in7_roughness = node1_bsdf_out2_roughness;
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+ vec3 node2_shader_in8_normal = node1_in2_normal;
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// output sockets definitions
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vec3 node2_shader_out0_albedo;
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vec3 node2_shader_out13_normal;
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@@ -202,6 +202,14 @@ void node_bsdf_diffuse(vec4 color, float roughness, out vec3 albedo,
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oren_nayar_roughness_out = roughness;
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}
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+
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+void node_bsdf_glossy(vec4 color, float roughness, out vec3 albedo,
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+ out float metallic_out, out float roughness_out) {
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+ albedo = color.rgb;
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+ roughness_out = roughness;
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+ metallic_out = 1.0;
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+}
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+
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void vertex () {
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}
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@@ -223,11 +231,50 @@ void fragment () {
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node0_bsdf_out1_specular, node0_bsdf_out2_oren_nayar_roughness);
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- ALBEDO = node0_bsdf_out0_albedo;
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- SPECULAR = node0_bsdf_out1_specular;
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- NORMAL = node0_in2_normal;
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+ // node: 'Glossy BSDF'
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+ // type: 'ShaderNodeBsdfGlossy'
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+ // input sockets handling
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+ vec4 node1_in0_color = vec4(0.800000011920929, 0.800000011920929,
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+ 0.800000011920929, 1.0);
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+ float node1_in1_roughness = float(0.0);
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+ vec3 node1_in2_normal = NORMAL;
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+ // output sockets definitions
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+ vec3 node1_bsdf_out0_albedo;
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+ float node1_bsdf_out1_metallic;
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+ float node1_bsdf_out2_roughness;
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+
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+ node_bsdf_glossy(node1_in0_color, node1_in1_roughness, node1_bsdf_out0_albedo,
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+ node1_bsdf_out1_metallic, node1_bsdf_out2_roughness);
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+
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+
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+ // node: 'Mix Shader'
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+ // type: 'ShaderNodeMixShader'
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+ // input sockets handling
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+ float node2_in0_fac = float(0.1818181872367859);
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+ vec3 node2_shader_in1_albedo = node0_bsdf_out0_albedo;
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+ float node2_shader_in2_specular = node0_bsdf_out1_specular;
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+ float node2_shader_in3_oren_nayar_roughness =
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+ node0_bsdf_out2_oren_nayar_roughness;
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+ vec3 node2_shader_in4_normal = node0_in2_normal;
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+ vec3 node2_shader_in5_albedo = node1_bsdf_out0_albedo;
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+ float node2_shader_in6_metallic = node1_bsdf_out1_metallic;
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+ float node2_shader_in7_roughness = node1_bsdf_out2_roughness;
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+ vec3 node2_shader_in8_normal = node1_in2_normal;
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+ // output sockets definitions
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+ vec3 node2_shader_out0_albedo;
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+ vec3 node2_shader_out13_normal;
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+
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+ node2_shader_out0_albedo = mix(node2_shader_in1_albedo, node2_shader_in5_albedo,
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+ node2_in0_fac);
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+ node2_shader_out13_normal = mix(node2_shader_in4_normal,
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+ node2_shader_in8_normal, node2_in0_fac);
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+
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+
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+ ALBEDO = node2_shader_in1_albedo;
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+ SPECULAR = node2_shader_in2_specular;
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+ NORMAL = node2_shader_in4_normal;
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// uncomment it only when you set diffuse mode to oren nayar
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- // ROUGHNESS = node0_bsdf_out2_oren_nayar_roughness;
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+ // ROUGHNESS = node2_shader_in3_oren_nayar_roughness;
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}
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"
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@@ -940,132 +987,83 @@ void fragment () {
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space_convert_yup_to_zup(node0_out0_object);
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- // node: 'Texture Coordinate'
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- // type: 'ShaderNodeTexCoord'
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- // input sockets handling
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- // output sockets definitions
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- vec3 node1_out0_object;
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-
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- node1_out0_object = VERTEX;
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- point_space_convert_view_to_model(node1_out0_object, INV_MODEL_MAT,
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- INV_VIEW_MAT);
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- space_convert_yup_to_zup(node1_out0_object);
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-
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-
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- // node: 'Texture Coordinate'
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- // type: 'ShaderNodeTexCoord'
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- // input sockets handling
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- // output sockets definitions
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- vec3 node2_out0_object;
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-
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- node2_out0_object = VERTEX;
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- point_space_convert_view_to_model(node2_out0_object, INV_MODEL_MAT,
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- INV_VIEW_MAT);
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- space_convert_yup_to_zup(node2_out0_object);
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-
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-
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// node: 'Separate XYZ'
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// type: 'ShaderNodeSeparateXYZ'
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// input sockets handling
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- vec3 node3_in0_vector = node2_out0_object;
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+ vec3 node1_in0_vector = node0_out0_object;
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// output sockets definitions
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- float node3_out0_x;
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- float node3_out1_y;
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- float node3_out2_z;
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+ float node1_out0_x;
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+ float node1_out1_y;
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+ float node1_out2_z;
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- node_separate_xyz(node3_in0_vector, node3_out0_x, node3_out1_y, node3_out2_z);
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+ node_separate_xyz(node1_in0_vector, node1_out0_x, node1_out1_y, node1_out2_z);
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- // node: 'Separate XYZ'
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- // type: 'ShaderNodeSeparateXYZ'
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- // input sockets handling
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- vec3 node4_in0_vector = node2_out0_object;
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- // output sockets definitions
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- float node4_out0_x;
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- float node4_out1_y;
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- float node4_out2_z;
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-
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- node_separate_xyz(node4_in0_vector, node4_out0_x, node4_out1_y, node4_out2_z);
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-
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-
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- // node: 'Separate XYZ'
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- // type: 'ShaderNodeSeparateXYZ'
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- // input sockets handling
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- vec3 node5_in0_vector = node2_out0_object;
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- // output sockets definitions
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- float node5_out0_x;
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- float node5_out1_y;
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- float node5_out2_z;
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-
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- node_separate_xyz(node5_in0_vector, node5_out0_x, node5_out1_y, node5_out2_z);
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-
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-
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- // node: 'Math'
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+ // node: 'Math.002'
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// type: 'ShaderNodeMath'
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// input sockets handling
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- float node6_in0_value = node5_out2_z;
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- float node6_in1_value = float(0.10000000149011612);
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+ float node2_in0_value = node1_out0_x;
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+ float node2_in1_value = float(0.10000000149011612);
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// output sockets definitions
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- float node6_out0_value;
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+ float node2_out0_value;
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- node_math_multiply_no_clamp(node6_in0_value, node6_in1_value, node6_out0_value);
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+ node_math_multiply_no_clamp(node2_in0_value, node2_in1_value, node2_out0_value);
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// node: 'Math.001'
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// type: 'ShaderNodeMath'
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// input sockets handling
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- float node7_in0_value = node5_out1_y;
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- float node7_in1_value = float(1.0);
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+ float node3_in0_value = node1_out1_y;
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+ float node3_in1_value = float(1.0);
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// output sockets definitions
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- float node7_out0_value;
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+ float node3_out0_value;
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- node_math_multiply_no_clamp(node7_in0_value, node7_in1_value, node7_out0_value);
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+ node_math_multiply_no_clamp(node3_in0_value, node3_in1_value, node3_out0_value);
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- // node: 'Math.002'
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+ // node: 'Math'
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// type: 'ShaderNodeMath'
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// input sockets handling
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- float node8_in0_value = node5_out0_x;
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- float node8_in1_value = float(0.10000000149011612);
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+ float node4_in0_value = node1_out2_z;
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+ float node4_in1_value = float(0.10000000149011612);
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// output sockets definitions
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- float node8_out0_value;
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+ float node4_out0_value;
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- node_math_multiply_no_clamp(node8_in0_value, node8_in1_value, node8_out0_value);
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+ node_math_multiply_no_clamp(node4_in0_value, node4_in1_value, node4_out0_value);
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// node: 'Combine RGB'
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// type: 'ShaderNodeCombineRGB'
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// input sockets handling
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- float node9_in0_r = node8_out0_value;
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- float node9_in1_g = node7_out0_value;
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- float node9_in2_b = node6_out0_value;
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+ float node5_in0_r = node2_out0_value;
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+ float node5_in1_g = node3_out0_value;
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+ float node5_in2_b = node4_out0_value;
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// output sockets definitions
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- vec4 node9_out0_image;
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+ vec4 node5_out0_image;
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- node_combine_rgb(node9_in0_r, node9_in1_g, node9_in2_b, node9_out0_image);
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+ node_combine_rgb(node5_in0_r, node5_in1_g, node5_in2_b, node5_out0_image);
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// node: 'Diffuse BSDF'
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// type: 'ShaderNodeBsdfDiffuse'
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// input sockets handling
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- vec4 node10_in0_color = node9_out0_image;
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- float node10_in1_roughness = float(0.0);
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- vec3 node10_in2_normal = NORMAL;
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+ vec4 node6_in0_color = node5_out0_image;
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+ float node6_in1_roughness = float(0.0);
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+ vec3 node6_in2_normal = NORMAL;
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// output sockets definitions
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- vec3 node10_bsdf_out0_albedo;
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- float node10_bsdf_out1_specular;
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- float node10_bsdf_out2_oren_nayar_roughness;
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+ vec3 node6_bsdf_out0_albedo;
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+ float node6_bsdf_out1_specular;
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+ float node6_bsdf_out2_oren_nayar_roughness;
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- node_bsdf_diffuse(node10_in0_color, node10_in1_roughness,
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- node10_bsdf_out0_albedo, node10_bsdf_out1_specular,
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- node10_bsdf_out2_oren_nayar_roughness);
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+ node_bsdf_diffuse(node6_in0_color, node6_in1_roughness, node6_bsdf_out0_albedo,
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+ node6_bsdf_out1_specular, node6_bsdf_out2_oren_nayar_roughness);
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- ALBEDO = node10_bsdf_out0_albedo;
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- SPECULAR = node10_bsdf_out1_specular;
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- NORMAL = node10_in2_normal;
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+ ALBEDO = node6_bsdf_out0_albedo;
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+ SPECULAR = node6_bsdf_out1_specular;
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+ NORMAL = node6_in2_normal;
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// uncomment it only when you set diffuse mode to oren nayar
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- // ROUGHNESS = node10_bsdf_out2_oren_nayar_roughness;
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+ // ROUGHNESS = node6_bsdf_out2_oren_nayar_roughness;
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}
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"
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@@ -1102,50 +1100,50 @@ 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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+ // node: 'Diffuse BSDF'
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+ // type: 'ShaderNodeBsdfDiffuse'
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// input sockets handling
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- vec4 node0_in0_color = vec4(0.019991951063275337, 0.02466939389705658,
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- 0.8000000715255737, 1.0);
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+ vec4 node0_in0_color = vec4(0.8000000715255737, 0.003039679490029812,
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+ 0.009835286065936089, 1.0);
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float node0_in1_roughness = float(0.0);
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vec3 node0_in2_normal = NORMAL;
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// output sockets definitions
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vec3 node0_bsdf_out0_albedo;
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- float node0_bsdf_out1_metallic;
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- float node0_bsdf_out2_roughness;
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+ float node0_bsdf_out1_specular;
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+ float node0_bsdf_out2_oren_nayar_roughness;
|
|
|
|
|
|
- node_bsdf_glossy(node0_in0_color, node0_in1_roughness, node0_bsdf_out0_albedo,
|
|
|
- node0_bsdf_out1_metallic, node0_bsdf_out2_roughness);
|
|
|
+ node_bsdf_diffuse(node0_in0_color, node0_in1_roughness, node0_bsdf_out0_albedo,
|
|
|
+ node0_bsdf_out1_specular, node0_bsdf_out2_oren_nayar_roughness);
|
|
|
|
|
|
|
|
|
- // node: 'Diffuse BSDF'
|
|
|
- // type: 'ShaderNodeBsdfDiffuse'
|
|
|
+ // node: 'Glossy BSDF'
|
|
|
+ // type: 'ShaderNodeBsdfGlossy'
|
|
|
// input sockets handling
|
|
|
- vec4 node1_in0_color = vec4(0.8000000715255737, 0.003039679490029812,
|
|
|
- 0.009835286065936089, 1.0);
|
|
|
+ vec4 node1_in0_color = vec4(0.019991951063275337, 0.02466939389705658,
|
|
|
+ 0.8000000715255737, 1.0);
|
|
|
float node1_in1_roughness = float(0.0);
|
|
|
vec3 node1_in2_normal = NORMAL;
|
|
|
// output sockets definitions
|
|
|
vec3 node1_bsdf_out0_albedo;
|
|
|
- float node1_bsdf_out1_specular;
|
|
|
- float node1_bsdf_out2_oren_nayar_roughness;
|
|
|
+ float node1_bsdf_out1_metallic;
|
|
|
+ float node1_bsdf_out2_roughness;
|
|
|
|
|
|
- node_bsdf_diffuse(node1_in0_color, node1_in1_roughness, node1_bsdf_out0_albedo,
|
|
|
- node1_bsdf_out1_specular, node1_bsdf_out2_oren_nayar_roughness);
|
|
|
+ node_bsdf_glossy(node1_in0_color, node1_in1_roughness, node1_bsdf_out0_albedo,
|
|
|
+ node1_bsdf_out1_metallic, node1_bsdf_out2_roughness);
|
|
|
|
|
|
|
|
|
// node: 'Add Shader'
|
|
|
// type: 'ShaderNodeAddShader'
|
|
|
// input sockets handling
|
|
|
- vec3 node2_shader_in0_albedo = node1_bsdf_out0_albedo;
|
|
|
- float node2_shader_in1_specular = node1_bsdf_out1_specular;
|
|
|
+ vec3 node2_shader_in0_albedo = node0_bsdf_out0_albedo;
|
|
|
+ float node2_shader_in1_specular = node0_bsdf_out1_specular;
|
|
|
float node2_shader_in2_oren_nayar_roughness =
|
|
|
- node1_bsdf_out2_oren_nayar_roughness;
|
|
|
- vec3 node2_shader_in3_normal = node1_in2_normal;
|
|
|
- vec3 node2_shader_in4_albedo = node0_bsdf_out0_albedo;
|
|
|
- float node2_shader_in5_metallic = node0_bsdf_out1_metallic;
|
|
|
- float node2_shader_in6_roughness = node0_bsdf_out2_roughness;
|
|
|
- vec3 node2_shader_in7_normal = node0_in2_normal;
|
|
|
+ node0_bsdf_out2_oren_nayar_roughness;
|
|
|
+ vec3 node2_shader_in3_normal = node0_in2_normal;
|
|
|
+ vec3 node2_shader_in4_albedo = node1_bsdf_out0_albedo;
|
|
|
+ float node2_shader_in5_metallic = node1_bsdf_out1_metallic;
|
|
|
+ float node2_shader_in6_roughness = node1_bsdf_out2_roughness;
|
|
|
+ vec3 node2_shader_in7_normal = node1_in2_normal;
|
|
|
// output sockets definitions
|
|
|
vec3 node2_shader_out0_albedo;
|
|
|
vec3 node2_shader_out13_normal;
|
|
@@ -1423,98 +1421,78 @@ void fragment () {
|
|
|
|
|
|
|
|
|
|
|
|
- // node: 'Texture Coordinate'
|
|
|
- // type: 'ShaderNodeTexCoord'
|
|
|
- // input sockets handling
|
|
|
- // output sockets definitions
|
|
|
- vec3 node2_out0_object;
|
|
|
-
|
|
|
- node2_out0_object = VERTEX;
|
|
|
- point_space_convert_view_to_model(node2_out0_object, INV_MODEL_MAT,
|
|
|
- INV_VIEW_MAT);
|
|
|
- space_convert_yup_to_zup(node2_out0_object);
|
|
|
-
|
|
|
-
|
|
|
// node: 'Math'
|
|
|
// type: 'ShaderNodeMath'
|
|
|
// input sockets handling
|
|
|
- float node3_in0_value = dot(node1_in0_input, vec3(0.333333, 0.333333, 0.333333));
|
|
|
- float node3_in1_value = float(0.0);
|
|
|
- // output sockets definitions
|
|
|
- float node3_out0_value;
|
|
|
-
|
|
|
- node_math_add_clamp(node3_in0_value, node3_in1_value, node3_out0_value);
|
|
|
-
|
|
|
-
|
|
|
- // node: 'Reroute'
|
|
|
- // type: 'NodeReroute'
|
|
|
- // input sockets handling
|
|
|
- vec3 node4_in0_input = node2_out0_object;
|
|
|
+ float node2_in0_value = dot(node1_in0_input, vec3(0.333333, 0.333333, 0.333333));
|
|
|
+ float node2_in1_value = float(0.0);
|
|
|
// output sockets definitions
|
|
|
+ float node2_out0_value;
|
|
|
|
|
|
+ node_math_add_clamp(node2_in0_value, node2_in1_value, node2_out0_value);
|
|
|
|
|
|
|
|
|
// node: 'Principled BSDF'
|
|
|
// type: 'ShaderNodeBsdfPrincipled'
|
|
|
// input sockets handling
|
|
|
- vec4 node5_in0_basecolor = vec4(node4_in0_input, 1.0);
|
|
|
- float node5_in1_subsurface = node3_out0_value;
|
|
|
- vec3 node5_in2_subsurfaceradius = vec3(1.0, 1.0, 1.0);
|
|
|
- vec4 node5_in3_subsurfacecolor = vec4(0.699999988079071, 0.10000000149011612,
|
|
|
+ vec4 node3_in0_basecolor = vec4(node1_in0_input, 1.0);
|
|
|
+ float node3_in1_subsurface = node2_out0_value;
|
|
|
+ vec3 node3_in2_subsurfaceradius = vec3(1.0, 1.0, 1.0);
|
|
|
+ vec4 node3_in3_subsurfacecolor = vec4(0.699999988079071, 0.10000000149011612,
|
|
|
0.10000000149011612, 1.0);
|
|
|
- float node5_in4_metallic = float(0.0);
|
|
|
- float node5_in5_specular = float(0.5);
|
|
|
- float node5_in6_speculartint = float(0.0);
|
|
|
- float node5_in7_roughness = float(0.5);
|
|
|
- float node5_in8_anisotropic = float(0.0);
|
|
|
- float node5_in9_anisotropicrotation = float(0.0);
|
|
|
- float node5_in10_sheen = float(0.0);
|
|
|
- float node5_in11_sheentint = float(0.5);
|
|
|
- float node5_in12_clearcoat = float(0.0);
|
|
|
- float node5_in13_clearcoatroughness = float(0.029999999329447746);
|
|
|
- float node5_in14_ior = float(1.4500000476837158);
|
|
|
- float node5_in15_transmission = float(0.0);
|
|
|
- float node5_in16_transmissionroughness = float(0.0);
|
|
|
- vec3 node5_in17_normal = NORMAL;
|
|
|
- vec3 node5_in18_clearcoatnormal = vec3(0.0, 0.0, 0.0);
|
|
|
- vec3 node5_in19_tangent = TANGENT;
|
|
|
+ float node3_in4_metallic = float(0.0);
|
|
|
+ float node3_in5_specular = float(0.5);
|
|
|
+ float node3_in6_speculartint = float(0.0);
|
|
|
+ float node3_in7_roughness = float(0.5);
|
|
|
+ float node3_in8_anisotropic = float(0.0);
|
|
|
+ float node3_in9_anisotropicrotation = float(0.0);
|
|
|
+ float node3_in10_sheen = float(0.0);
|
|
|
+ float node3_in11_sheentint = float(0.5);
|
|
|
+ float node3_in12_clearcoat = float(0.0);
|
|
|
+ float node3_in13_clearcoatroughness = float(0.029999999329447746);
|
|
|
+ float node3_in14_ior = float(1.4500000476837158);
|
|
|
+ float node3_in15_transmission = float(0.0);
|
|
|
+ float node3_in16_transmissionroughness = float(0.0);
|
|
|
+ vec3 node3_in17_normal = NORMAL;
|
|
|
+ vec3 node3_in18_clearcoatnormal = vec3(0.0, 0.0, 0.0);
|
|
|
+ vec3 node3_in19_tangent = TANGENT;
|
|
|
// output sockets definitions
|
|
|
- vec3 node5_bsdf_out0_albedo;
|
|
|
- float node5_bsdf_out1_sss_strength;
|
|
|
- float node5_bsdf_out3_specular;
|
|
|
- float node5_bsdf_out2_metallic;
|
|
|
- float node5_bsdf_out4_roughness;
|
|
|
- float node5_bsdf_out5_clearcoat;
|
|
|
- float node5_bsdf_out6_clearcoat_gloss;
|
|
|
- float node5_bsdf_out7_anisotropy;
|
|
|
- float node5_bsdf_out8_transmission;
|
|
|
- float node5_bsdf_out9_ior;
|
|
|
-
|
|
|
- node_bsdf_principled(node5_in0_basecolor, node5_in1_subsurface,
|
|
|
- node5_in3_subsurfacecolor, node5_in4_metallic, node5_in5_specular,
|
|
|
- node5_in7_roughness, node5_in12_clearcoat, node5_in13_clearcoatroughness,
|
|
|
- node5_in8_anisotropic, node5_in15_transmission, node5_in14_ior,
|
|
|
- node5_bsdf_out0_albedo, node5_bsdf_out1_sss_strength, node5_bsdf_out2_metallic,
|
|
|
- node5_bsdf_out3_specular, node5_bsdf_out4_roughness, node5_bsdf_out5_clearcoat,
|
|
|
- node5_bsdf_out6_clearcoat_gloss, node5_bsdf_out7_anisotropy,
|
|
|
- node5_bsdf_out8_transmission, node5_bsdf_out9_ior);
|
|
|
-
|
|
|
-
|
|
|
- ALBEDO = node5_bsdf_out0_albedo;
|
|
|
- SSS_STRENGTH = node5_bsdf_out1_sss_strength;
|
|
|
- SPECULAR = node5_bsdf_out3_specular;
|
|
|
- METALLIC = node5_bsdf_out2_metallic;
|
|
|
- ROUGHNESS = node5_bsdf_out4_roughness;
|
|
|
- CLEARCOAT = node5_bsdf_out5_clearcoat;
|
|
|
- CLEARCOAT_GLOSS = node5_bsdf_out6_clearcoat_gloss;
|
|
|
- NORMAL = node5_in17_normal;
|
|
|
+ vec3 node3_bsdf_out0_albedo;
|
|
|
+ float node3_bsdf_out1_sss_strength;
|
|
|
+ float node3_bsdf_out3_specular;
|
|
|
+ float node3_bsdf_out2_metallic;
|
|
|
+ float node3_bsdf_out4_roughness;
|
|
|
+ float node3_bsdf_out5_clearcoat;
|
|
|
+ float node3_bsdf_out6_clearcoat_gloss;
|
|
|
+ float node3_bsdf_out7_anisotropy;
|
|
|
+ float node3_bsdf_out8_transmission;
|
|
|
+ float node3_bsdf_out9_ior;
|
|
|
+
|
|
|
+ node_bsdf_principled(node3_in0_basecolor, node3_in1_subsurface,
|
|
|
+ node3_in3_subsurfacecolor, node3_in4_metallic, node3_in5_specular,
|
|
|
+ node3_in7_roughness, node3_in12_clearcoat, node3_in13_clearcoatroughness,
|
|
|
+ node3_in8_anisotropic, node3_in15_transmission, node3_in14_ior,
|
|
|
+ node3_bsdf_out0_albedo, node3_bsdf_out1_sss_strength, node3_bsdf_out2_metallic,
|
|
|
+ node3_bsdf_out3_specular, node3_bsdf_out4_roughness, node3_bsdf_out5_clearcoat,
|
|
|
+ node3_bsdf_out6_clearcoat_gloss, node3_bsdf_out7_anisotropy,
|
|
|
+ node3_bsdf_out8_transmission, node3_bsdf_out9_ior);
|
|
|
+
|
|
|
+
|
|
|
+ ALBEDO = node3_bsdf_out0_albedo;
|
|
|
+ SSS_STRENGTH = node3_bsdf_out1_sss_strength;
|
|
|
+ SPECULAR = node3_bsdf_out3_specular;
|
|
|
+ METALLIC = node3_bsdf_out2_metallic;
|
|
|
+ ROUGHNESS = node3_bsdf_out4_roughness;
|
|
|
+ CLEARCOAT = node3_bsdf_out5_clearcoat;
|
|
|
+ CLEARCOAT_GLOSS = node3_bsdf_out6_clearcoat_gloss;
|
|
|
+ NORMAL = node3_in17_normal;
|
|
|
// uncomment it when you need it
|
|
|
- // TRANSMISSION = vec3(1.0, 1.0, 1.0) * node5_bsdf_out8_transmission;
|
|
|
+ // TRANSMISSION = vec3(1.0, 1.0, 1.0) * node3_bsdf_out8_transmission;
|
|
|
// uncomment it when you are modifing TANGENT
|
|
|
- // TANGENT = normalize(cross(cross(node5_in19_tangent, NORMAL), NORMAL));
|
|
|
+ // TANGENT = normalize(cross(cross(node3_in19_tangent, NORMAL), NORMAL));
|
|
|
// BINORMAL = cross(TANGENT, NORMAL);
|
|
|
// uncomment it when you have tangent(UV) set
|
|
|
- // ANISOTROPY = node5_bsdf_out7_anisotropy;
|
|
|
+ // ANISOTROPY = node3_bsdf_out7_anisotropy;
|
|
|
}
|
|
|
"
|
|
|
|
|
@@ -1538,32 +1516,67 @@ void node_bsdf_diffuse(vec4 color, float roughness, out vec3 albedo,
|
|
|
oren_nayar_roughness_out = roughness;
|
|
|
}
|
|
|
|
|
|
+
|
|
|
+void node_emission(vec4 emission_color, float strength,
|
|
|
+ out vec3 emission_out, out float alpha_out) {
|
|
|
+ emission_out = emission_color.rgb * strength;
|
|
|
+ alpha_out = emission_color.a;
|
|
|
+}
|
|
|
+
|
|
|
void vertex () {
|
|
|
}
|
|
|
|
|
|
void fragment () {
|
|
|
|
|
|
+ // node: 'Emission'
|
|
|
+ // type: 'ShaderNodeEmission'
|
|
|
+ // input sockets handling
|
|
|
+ vec4 node0_in0_color = vec4(0.800000011920929, 0.800000011920929,
|
|
|
+ 0.800000011920929, 1.0);
|
|
|
+ float node0_in1_strength = float(1.0);
|
|
|
+ // output sockets definitions
|
|
|
+ float node0_emission_out1_alpha;
|
|
|
+ vec3 node0_emission_out0_emission;
|
|
|
+
|
|
|
+ node_emission(node0_in0_color, node0_in1_strength, node0_emission_out0_emission,
|
|
|
+ node0_emission_out1_alpha);
|
|
|
+
|
|
|
+
|
|
|
+ // node: 'Mix Shader'
|
|
|
+ // type: 'ShaderNodeMixShader'
|
|
|
+ // input sockets handling
|
|
|
+ float node1_in0_fac = float(0.7636363506317139);
|
|
|
+ vec3 node1_shader_in1_albedo = vec3(0.0, 0.0, 0.0);
|
|
|
+ vec3 node1_shader_in2_albedo = node1_shader_in1_albedo;
|
|
|
+ float node1_shader_in3_alpha = node0_emission_out1_alpha;
|
|
|
+ vec3 node1_shader_in4_emission = node0_emission_out0_emission;
|
|
|
+ // output sockets definitions
|
|
|
+ float node1_shader_out1_alpha;
|
|
|
+
|
|
|
+ node1_shader_out1_alpha = mix(1.0, node1_shader_in3_alpha, node1_in0_fac);
|
|
|
+
|
|
|
+
|
|
|
// node: 'Diffuse BSDF'
|
|
|
// type: 'ShaderNodeBsdfDiffuse'
|
|
|
// input sockets handling
|
|
|
- vec4 node0_in0_color = vec4(0.7874122262001038, 0.7874122262001038,
|
|
|
+ vec4 node2_in0_color = vec4(0.7874122262001038, 0.7874122262001038,
|
|
|
0.7874122262001038, 1.0);
|
|
|
- float node0_in1_roughness = float(0.0);
|
|
|
- vec3 node0_in2_normal = NORMAL;
|
|
|
+ float node2_in1_roughness = float(0.0);
|
|
|
+ vec3 node2_in2_normal = NORMAL;
|
|
|
// output sockets definitions
|
|
|
- vec3 node0_bsdf_out0_albedo;
|
|
|
- float node0_bsdf_out1_specular;
|
|
|
- float node0_bsdf_out2_oren_nayar_roughness;
|
|
|
+ vec3 node2_bsdf_out0_albedo;
|
|
|
+ float node2_bsdf_out1_specular;
|
|
|
+ float node2_bsdf_out2_oren_nayar_roughness;
|
|
|
|
|
|
- node_bsdf_diffuse(node0_in0_color, node0_in1_roughness, node0_bsdf_out0_albedo,
|
|
|
- node0_bsdf_out1_specular, node0_bsdf_out2_oren_nayar_roughness);
|
|
|
+ node_bsdf_diffuse(node2_in0_color, node2_in1_roughness, node2_bsdf_out0_albedo,
|
|
|
+ node2_bsdf_out1_specular, node2_bsdf_out2_oren_nayar_roughness);
|
|
|
|
|
|
|
|
|
- ALBEDO = node0_bsdf_out0_albedo;
|
|
|
- SPECULAR = node0_bsdf_out1_specular;
|
|
|
- NORMAL = node0_in2_normal;
|
|
|
+ ALBEDO = node2_bsdf_out0_albedo;
|
|
|
+ SPECULAR = node2_bsdf_out1_specular;
|
|
|
+ NORMAL = node2_in2_normal;
|
|
|
// uncomment it only when you set diffuse mode to oren nayar
|
|
|
- // ROUGHNESS = node0_bsdf_out2_oren_nayar_roughness;
|
|
|
+ // ROUGHNESS = node2_bsdf_out2_oren_nayar_roughness;
|
|
|
}
|
|
|
"
|
|
|
|