18 lines
419 B
Plaintext
18 lines
419 B
Plaintext
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shader_type spatial;
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render_mode skip_vertex_transform;
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varying vec3 world_pos;
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uniform sampler2D albedo : source_color,filter_nearest_mipmap_anisotropic;
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
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}
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void fragment() {
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ALBEDO = texture(albedo, world_pos.xz).xyz;
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}
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