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46
scripts/shaders/cloud.gdshader
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46
scripts/shaders/cloud.gdshader
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shader_type spatial;
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render_mode unshaded;
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uniform sampler2D dissolve_texture : hint_default_transparent;
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uniform float threshold : hint_range(0,1);
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uniform vec3 color : source_color;
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uniform float alpha_add = 1;
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uniform float speed : hint_range(0, 0.01) = 0.005;
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float fresnel(vec3 Normal, vec3 ViewDir, float Power){
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return pow((1.0 - clamp(dot(normalize(Normal), normalize(ViewDir)), 0, 1)), Power);
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}
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float _fresnel(vec2 uv, float Power){
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return pow((clamp(sin(PI * uv.x) * sin(PI * uv.y), 0, 1)), Power);
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}
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vec2 loop(vec2 vec){
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vec2 res = vec;
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vec2 floors = floor(res);
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res.x -= floor(res.x);
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res.y -= floor(res.y);
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if(int(floors.x) % 2 == 0){
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res.x = 1.0 - res.x;
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}
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if(int(floors.y) % 2 == 0){
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res.y = 1.0 - res.y;
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}
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return res;
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}
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void fragment(){
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vec4 noise_texture = texture(dissolve_texture, loop(UV + vec2(TIME, TIME) * speed));
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noise_texture *= texture(dissolve_texture, loop(UV + vec2(-TIME, -TIME) * speed)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV + vec2(TIME, -TIME) * speed)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV + vec2(-TIME, TIME) * speed)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV * 2.0 + vec2(-TIME, TIME) * speed * 0.3)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV * 2.0 + vec2(TIME, -TIME) * speed * 0.5)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV * 2.0 + vec2(TIME, TIME) * speed * 0.8)) / 0.5;
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noise_texture *= texture(dissolve_texture, loop(UV * 2.0 + vec2(-TIME, -TIME) * speed)) / 0.5;
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ALPHA = clamp(noise_texture.x - threshold, 0, 1);
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ALPHA *= _fresnel(UV, 3) * alpha_add;
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ALPHA = clamp(ALPHA, 0, 1);
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ALBEDO = color;
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}
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