save code
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shader_type spatial;
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#define GPU_TRAIL
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#include "res://addons/GPUTrail/shaders/gputrail_lib.gdshaderinc"
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varying vec2 trail_uv;
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void vertex(){
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PREPARE_TRAIL();
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// Save the trail UV coordaintes for later
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trail_uv = UV;
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// Scroll textures slowly along the length of the trail
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//UV.x -= fract(TIME*.4);
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}
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void fragment(){
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PREPARE_TRAIL_TEXTURES();
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// Alpha erosion
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ALPHA = max(ALPHA - trail_uv.x, 0.0);
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}
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@@ -0,0 +1 @@
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uid://b0um4dniff5cs
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@@ -0,0 +1,15 @@
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shader_type spatial;
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#define GPU_TRAIL
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#include "res://addons/GPUTrail/shaders/gputrail_lib.gdshaderinc"
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varying vec2 trail_uv;
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void vertex(){
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PREPARE_TRAIL();
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}
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void fragment(){
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PREPARE_TRAIL_TEXTURES();
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}
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@@ -0,0 +1 @@
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uid://df5unx54alf3g
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@@ -0,0 +1,121 @@
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#ifdef GPU_TRAIL
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//#define GPU_TRAIL
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// TODO make optional
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render_mode unshaded,world_vertex_coords,cull_disabled;
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uniform sampler2D tex : repeat_enable, source_color, hint_default_white;
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uniform vec2 uv_offset = vec2(0);
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uniform sampler2D color_ramp : repeat_disable, source_color, hint_default_white;
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uniform sampler2D curve : repeat_disable, hint_default_white;
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uniform mat4 emmission_transform = mat4(1);
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uniform int flags = 0;
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/*uniform bool vertical_texture = false;
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uniform bool use_red_as_alpha = false;
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uniform bool billboard = false;
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uniform bool dewiggle = false;
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uniform bool snap_to_transform = false;*/
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#define vertical_texture bool(flags & 1)
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#define use_red_as_alpha bool(flags & 2)
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#define billboard bool(flags & 4)
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#define dewiggle bool(flags & 8)
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#define snap_to_transform bool(flags & 16)
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#define clip_overlaps bool(flags & 32)
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varying float scale_interp;
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varying vec2 clip;
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varying vec2 mesh_uv;
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void missing_parens(){}
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#define PREPARE_TRAIL { \
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mesh_uv = UV; \
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\
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mat4 my_model_matrix = MODEL_MATRIX; \
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if(snap_to_transform && INSTANCE_CUSTOM.w==2.0){ \
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my_model_matrix[1] = emmission_transform * vec4(0,1,0,1); \
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my_model_matrix[2] = emmission_transform * vec4(0,-1,0,1); \
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} \
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\
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if(billboard){ \
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vec3 t0 = my_model_matrix[0].xyz-my_model_matrix[3].xyz; \
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vec3 t1 = my_model_matrix[1].xyz-my_model_matrix[2].xyz; \
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\
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vec3 up0 = length(t0)*normalize( \
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cross( \
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my_model_matrix[3].xyz-INV_VIEW_MATRIX[3].xyz, \
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t0)); \
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vec3 up1 = length(t1)*normalize( \
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cross( \
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my_model_matrix[2].xyz-INV_VIEW_MATRIX[3].xyz, \
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t1)); \
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\
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my_model_matrix[0] = my_model_matrix[3]; \
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my_model_matrix[1] = my_model_matrix[2]; \
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\
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my_model_matrix[0].xyz += up0; \
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my_model_matrix[3].xyz -= up0; \
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\
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my_model_matrix[1].xyz += up1; \
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my_model_matrix[2].xyz -= up1; \
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} \
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\
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vec3 a = mix(my_model_matrix[1].xyz,my_model_matrix[0].xyz,UV.x); \
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vec3 b = mix(my_model_matrix[2].xyz,my_model_matrix[3].xyz,UV.x); \
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\
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UV.x = (UV.x + INSTANCE_CUSTOM.w-1.0 - 2.0)/(INSTANCE_CUSTOM.z-1.0); \
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\
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\
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float h = textureLod(curve, vec2(UV.x), 0.0).x; \
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\
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VERTEX = mix(a,b,(UV.y-0.5)*h + 0.5); \
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\
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if(dewiggle){ \
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scale_interp = h; \
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UV *= scale_interp; \
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} \
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\
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\
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clip.x = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[1].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[2].xyz - INV_VIEW_MATRIX[3].xyz)); \
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clip.y = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[3].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[0].xyz - INV_VIEW_MATRIX[3].xyz)); \
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} missing_parens
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#define PREPARE_TRAIL_TEXTURES { \
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vec2 clip0 = clip; \
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float ababab = clip0.x*clip0.y; \
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\
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if(clip_overlaps && ababab < 0.0) { \
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if(abs(mesh_uv.x-0.5)<0.5) \
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discard; \
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} \
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\
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vec2 base_uv = UV; \
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\
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if(dewiggle){ \
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base_uv /= scale_interp; \
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} \
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\
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vec2 raw_uv = base_uv; \
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\
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base_uv -= uv_offset; \
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\
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if(vertical_texture){ \
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base_uv = base_uv.yx; \
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} \
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\
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vec4 T = textureLod(tex, base_uv, 0.0); \
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ALBEDO = T.rgb; \
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ALPHA = T.a; \
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\
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if(use_red_as_alpha){ \
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ALBEDO = vec3(1); \
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ALPHA = T.r; \
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} \
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\
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T = textureLod(color_ramp, raw_uv, 0.0); \
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ALBEDO *= T.rgb; \
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ALPHA *= T.a; \
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} missing_parens
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#endif /*GPU_TRAIL*/
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@@ -0,0 +1 @@
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uid://lxfndmjp47ua
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@@ -0,0 +1,43 @@
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shader_type particles;
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render_mode keep_data,disable_force,disable_velocity;
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void process() {
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// CUSTOM.w tracks the particles place in the trail, in range (0..LIFETIME]
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// requires that LIFETIME = number of particles
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float amount = LIFETIME;
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vec4 a = EMISSION_TRANSFORM * vec4(0,1,0,1);
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vec4 b = EMISSION_TRANSFORM * vec4(0,-1,0,1);
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// start
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if(CUSTOM.w == 0.0){
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CUSTOM.w = float(INDEX)+1.0;
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// needed to pass to draw pass
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CUSTOM.z = amount;
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// needed to initialize in case of CUSTOM.w == 2.0
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TRANSFORM = mat4(a,a,b,b);
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}
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// restart
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if(CUSTOM.w == amount+1.0){
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CUSTOM.w = 1.0;
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}
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if(CUSTOM.w == 1.0){
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// sets the quad to the line to cache this frame, it is not yet visible
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TRANSFORM = mat4(a,a,b,b);
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}
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if(CUSTOM.w == 2.0){
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// sets the right edge of the quad
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TRANSFORM[1] = a;
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TRANSFORM[2] = b;
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}
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CUSTOM.w++;
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}
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@@ -0,0 +1 @@
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uid://x3g5fson40t2
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@@ -0,0 +1,130 @@
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shader_type spatial;
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render_mode unshaded,world_vertex_coords,cull_disabled;
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uniform sampler2D tex : repeat_enable, source_color, hint_default_white;
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uniform vec2 uv_offset = vec2(0);
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uniform sampler2D color_ramp : repeat_disable, source_color, hint_default_white;
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uniform sampler2D curve : repeat_disable, hint_default_white;
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uniform mat4 emmission_transform = mat4(1);
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uniform int flags = 0;
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/*uniform bool vertical_texture = false;
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uniform bool use_red_as_alpha = false;
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uniform bool billboard = false;
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uniform bool dewiggle = false;
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uniform bool snap_to_transform = false;*/
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#define vertical_texture bool(flags & 1)
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#define use_red_as_alpha bool(flags & 2)
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#define billboard bool(flags & 4)
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#define dewiggle bool(flags & 8)
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#define snap_to_transform bool(flags & 16)
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#define clip_overlaps bool(flags & 32)
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varying float scale_interp;
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varying vec2 clip;
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varying vec2 mesh_uv;
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void vertex(){
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mesh_uv = UV;
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mat4 my_model_matrix = MODEL_MATRIX;
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if(snap_to_transform && INSTANCE_CUSTOM.w==2.0){
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my_model_matrix[1] = emmission_transform * vec4(0,1,0,1);
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my_model_matrix[2] = emmission_transform * vec4(0,-1,0,1);
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}
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if(billboard){
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vec3 t0 = my_model_matrix[0].xyz-my_model_matrix[3].xyz;
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vec3 t1 = my_model_matrix[1].xyz-my_model_matrix[2].xyz;
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//vec3 up1 = up0;
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vec3 up0 = length(t0)*normalize(
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cross(
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my_model_matrix[3].xyz-INV_VIEW_MATRIX[3].xyz,
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//-INV_VIEW_MATRIX[2].xyz,
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t0));
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vec3 up1 = length(t1)*normalize(
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cross(
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my_model_matrix[2].xyz-INV_VIEW_MATRIX[3].xyz,
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//-INV_VIEW_MATRIX[2].xyz,
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t1));
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my_model_matrix[0] = my_model_matrix[3];
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my_model_matrix[1] = my_model_matrix[2];
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my_model_matrix[0].xyz += up0;
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my_model_matrix[3].xyz -= up0;
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my_model_matrix[1].xyz += up1;
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my_model_matrix[2].xyz -= up1;
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}
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vec3 a = mix(my_model_matrix[1].xyz,my_model_matrix[0].xyz,UV.x);
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vec3 b = mix(my_model_matrix[2].xyz,my_model_matrix[3].xyz,UV.x);
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UV.x = (UV.x + INSTANCE_CUSTOM.w-1.0 - 2.0)/(INSTANCE_CUSTOM.z-1.0);
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float h = textureLod(curve, vec2(UV.x), 0.0).x;//h=1.0;
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VERTEX = mix(a,b,(UV.y-0.5)*h + 0.5);
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if(dewiggle){
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scale_interp = h;
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UV *= scale_interp;
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}
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clip.x = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[1].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[2].xyz - INV_VIEW_MATRIX[3].xyz));
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clip.y = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[3].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[0].xyz - INV_VIEW_MATRIX[3].xyz));
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}
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void fragment(){
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//if(billboard && !FRONT_FACING) discard;
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vec2 clip0 = clip;
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float ababab = clip0.x*clip0.y;
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//ababab += dFdx(ababab) + dFdy(ababab);
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//clip0 -= fwidth(clip0);
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if(clip_overlaps && ababab < 0.0) {
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if(abs(mesh_uv.x-0.5)<0.5)
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discard;
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}
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vec2 base_uv = UV;
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if(dewiggle){
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base_uv /= scale_interp;
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}
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vec2 raw_uv = base_uv;
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// Handle UV scrolling
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base_uv -= uv_offset;
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if(vertical_texture){
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base_uv = base_uv.yx;
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}
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vec4 T = textureLod(tex, base_uv, 0.0);
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ALBEDO = T.rgb;
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ALPHA = T.a;
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if(use_red_as_alpha){
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ALBEDO = vec3(1);
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ALPHA = T.r;
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}
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T = textureLod(color_ramp, raw_uv, 0.0);
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ALBEDO *= T.rgb;
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ALPHA *= T.a;
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//ALBEDO = vec3(UV,0);
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if((base_uv.x < .01) || (.99 < base_uv.x)){
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//ALBEDO = vec3(1,0,1);
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}
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}
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@@ -0,0 +1 @@
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uid://7xkxpgsmixhn
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