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33
shaders/ceiling_glow.gdshader
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33
shaders/ceiling_glow.gdshader
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
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uniform vec4 albedo : source_color = vec4(1.0);
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uniform sampler2D texture_albedo : source_color, filter_nearest_mipmap, repeat_enable;
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uniform vec3 glow_color : source_color = vec3(0.2, 0.5, 1.0);
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uniform float glow_strength : hint_range(0.0, 20.0) = 4.0;
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uniform float pulse_speed : hint_range(0.0, 10.0) = 1.5;
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uniform float pulse_amount : hint_range(0.0, 1.0) = 0.25;
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uniform float roughness : hint_range(0.0, 1.0) = 1.0;
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uniform float metallic : hint_range(0.0, 1.0) = 0.0;
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uniform float specular : hint_range(0.0, 1.0) = 0.5;
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uniform vec3 uv1_scale = vec3(1.0);
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uniform vec3 uv1_offset = vec3(0.0);
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void vertex() {
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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}
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void fragment() {
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vec4 albedo_tex = texture(texture_albedo, UV);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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float pulse = 1.0 - pulse_amount + pulse_amount * sin(TIME * pulse_speed);
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EMISSION = ALBEDO * glow_color * glow_strength * pulse;
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}
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