Refactored to allow hotseat and multiplayer. TODO: Create interface class for webrtc/enet multiplayer

This commit is contained in:
Sch1nken 2024-03-22 01:37:05 +01:00
parent d688eaf9c6
commit 5fe8f22ccb
27 changed files with 798 additions and 135 deletions

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// 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);
}