23 lines
		
	
	
	
		
			448 B
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			448 B
		
	
	
	
		
			Text
		
	
	
	
	
	
shader_type spatial;
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varying vec3 pos;
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varying vec3 norm;
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uniform sampler2D space_color : source_color, repeat_disable;
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uniform vec3 line_color : source_color;
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uniform float scale = 1000.0;
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#include "noise.gdshaderinc"
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void vertex() {
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	norm = NORMAL;
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	pos = VERTEX;
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}
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void fragment() {
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	ALBEDO = line_color;
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	if (norm.y > 0.7 && mod(pos.y, 5) > 0.2) {
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		float f = shell_worley(pos, scale);
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		ALBEDO = texture(space_color, vec2(f)).rgb;
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	}  
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}
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