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24
Shaders/ground_shader.gdshader
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24
Shaders/ground_shader.gdshader
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shader_type spatial;
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render_mode specular_disabled;
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uniform vec4 ground_color : source_color;
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uniform float outline_mask = 1.0;
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varying vec4 world_pos;
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void vertex() {
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world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
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}
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void fragment() {
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ALBEDO = ground_color.rgb;
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SPECULAR = 0.0;
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ROUGHNESS = outline_mask;
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}
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void light() {
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float light = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
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DIFFUSE_LIGHT += light * (LIGHT_COLOR / PI) * ATTENUATION;
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}
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