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19
shaders/door.gdshader
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19
shaders/door.gdshader
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shader_type spatial;
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uniform sampler2D door_texture : source_color, filter_nearest, repeat_enable;
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uniform vec3 uv_scale = vec3(3.0, 2.0, 3.0);
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varying float is_back_face;
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void vertex() {
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// NORMAL is in model space here. The -Z face has NORMAL.z == -1.
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is_back_face = step(NORMAL.z, -0.5);
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}
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void fragment() {
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vec2 uv = UV * uv_scale.xy;
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if (is_back_face > 0.5) {
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uv.x = -uv.x;
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}
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ALBEDO = texture(door_texture, uv).rgb;
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}
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