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Aug 15th, 2018
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  1. shader_type spatial;
  2. render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx, world_vertex_coords;
  3. uniform vec4 albedo : hint_color;
  4. uniform float point_size : hint_range(0,128);
  5. uniform vec4 emission : hint_color;
  6. uniform float emission_energy;
  7. uniform vec3 uv1_scale;
  8. uniform vec3 uv1_offset;
  9. uniform vec3 uv2_scale;
  10. uniform vec3 uv2_offset;
  11.  
  12. varying vec3 vxpos;
  13.  
  14. void vertex() {
  15.     UV=UV*uv1_scale.xy+uv1_offset.xy;
  16.     vxpos = VERTEX.xyz;
  17. }
  18.  
  19.  
  20. void fragment() {
  21.     vec2 base_uv = UV;
  22.     EMISSION = (emission.rgb)*emission_energy;
  23.     ALPHA = sin(distance(vxpos, vec3(5.0, 0.0, 5.0)));
  24.    
  25. }
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