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22 lines
285 B
GLSL
22 lines
285 B
GLSL
shader_type spatial;
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render_mode unshaded;
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/*
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0 0
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0.025 0.173
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0.05 0.247
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0.1 0.349
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0.2 0.486
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0.3 0.584
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0.4 0.663
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0.5 0.733
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1 1
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*/
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vec3 fix_unshaded(vec3 xy) {
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return 0.9999857*pow(xy, vec3(2.223058));
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}
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void fragment() {
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ALBEDO = fix_unshaded(vec3(UV, VERTEX.z));
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}
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