// NOTE: Shader automatically converted from Godot Engine 4.2.1.stable's StandardMaterial3D.

shader_type spatial;
render_mode blend_add,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float distance_fade_min;
uniform float distance_fade_max;
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;


void vertex() {
	UV=UV*uv1_scale.xy+uv1_offset.xy;
}






void fragment() {
	vec2 base_uv = UV;
	vec4 albedo_tex = texture(texture_albedo,base_uv);
	ALBEDO = albedo.rgb * albedo_tex.rgb;
	float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
	METALLIC = metallic_tex * metallic;
	vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
	float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
	ROUGHNESS = roughness_tex * roughness;
	SPECULAR = specular;
	ALPHA *= albedo.a * albedo_tex.a;
	vec4 wrld_vertex = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
	ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(wrld_vertex)), 0.0, 1.0);
}
