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shader_type spatial;
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uniform vec3 albedo : source_color;
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uniform vec3 albedo_fresnel : source_color;
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uniform float metallic : hint_range(0.0,1.0) = 0;
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uniform float roughness : hint_range(0.0,1.0) = 0.02;
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uniform float transparency : hint_range(0.0,1.0) = 0.9;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_normal2;
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uniform vec2 wave_direction = vec2(2.0,0.0);
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uniform vec2 wave_direction2 = vec2(0.0,1.0);
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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float fresnel(float amount, vec3 normal, vec3 view)
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{
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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void fragment() {
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// Time calculations for wave/normal map movement
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vec2 time = (TIME * wave_direction) * time_scale;
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vec2 time2 = (TIME * wave_direction2) * time_scale;
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// Blend normal meps into one
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vec3 normal_blend = mix(texture(texture_normal,UV + time).rgb, texture(texture_normal2,UV + time2).rgb, 0.5);
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// Fresnel
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float fresnel = fresnel(5.0, NORMAL, VIEW);
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vec3 surface_color = mix(albedo, albedo_fresnel, fresnel); // INterpolate albedo values by fresnel
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ALBEDO = surface_color;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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NORMAL_MAP = normal_blend;
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ALPHA = transparency;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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