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35
shaders/brick.gdshader
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35
shaders/brick.gdshader
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shader_type spatial;
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vec4 brickTile(vec2 _st, float _zoom, float _time){
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_st *= _zoom;
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float time = _time * 50.0;
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if (fract( _st.y * 0.5) > 0.5){
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_st.x += fract(time);
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} else {
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_st.x -= fract(time);
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return vec4(fract(_st), floor(_st));
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}
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}
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float box(vec2 _st, vec2 _size){
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_size = vec2(0.5) - _size * 0.5;
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vec2 uv = smoothstep(_size, _size + vec2(1e-4), _st);
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uv *= smoothstep(_size, _size + vec2(1e-4), vec2(1.0) - _st);
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return uv.x * uv.y;
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}
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float hash(vec2 p){
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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void fragment() {
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vec4 tile = brickTile(UV, 10.0, TIME);
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vec2 st = tile.xy;
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vec2 id = tile.zw;
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vec3 brickColor = vec3(0.1, 0.1, 0.3);
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float mask = box(st, vec2(0.2));
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ALBEDO = brickColor * mask;
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}
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