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author | Daniel Weipert <git@mail.dweipert.de> | 2025-01-11 12:31:00 +0100 |
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committer | Daniel Weipert <git@mail.dweipert.de> | 2025-01-11 12:31:00 +0100 |
commit | f448ca4259d7f76fc58bc3b5c12ea8d04ab49a87 (patch) | |
tree | 679e0b6186253a9becd8fbe5ade5bbb679ba06a0 /new_shader_selection.gdshader | |
parent | b1d9bfe7e80b4d95acd26d0ab6a1ce34ad18d91c (diff) |
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Diffstat (limited to 'new_shader_selection.gdshader')
-rw-r--r-- | new_shader_selection.gdshader | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/new_shader_selection.gdshader b/new_shader_selection.gdshader new file mode 100644 index 0000000..513ee92 --- /dev/null +++ b/new_shader_selection.gdshader @@ -0,0 +1,23 @@ +shader_type spatial; + +uniform sampler2DArray textures : filter_nearest, source_color; +uniform int elements_per_row; + +varying float is_block; + +void vertex() { + // Called for every vertex the material is visible on. +} + +void fragment() { + // Called for every pixel the material is visible on. + int index = int(UV2.y) * elements_per_row + int(UV2.x); + vec4 element = texture(textures, vec3(UV, float(index))); + ALBEDO = element.rgb; + ALPHA = element.a; +} + +//void light() { + // Called for every pixel for every light affecting the material. + // Uncomment to replace the default light processing function with this one. +//} |