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40
player/model/materials/face_mat.gdshader
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player/model/materials/face_mat.gdshader
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shader_type spatial;
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uniform sampler2D face_texture : filter_nearest, repeat_disable;
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uniform float intensity = 1.5;
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uniform vec4 screen_color : source_color = vec4(1.0);
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uniform vec2 screen_red_offset = vec2(0.0);
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uniform vec2 screen_green_offset = vec2(0.0);
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uniform vec2 screen_blue_offset = vec2(0.0);
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uniform float pixel_size = 20.0;
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void fragment() {
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vec2 scaled_uv = round(UV * pixel_size) / pixel_size;
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float face_red = 1.0 - texture(face_texture, screen_red_offset + scaled_uv).x;
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float face_green = 1.0 - texture(face_texture, screen_green_offset + scaled_uv).x;
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float face_blue = 1.0 - texture(face_texture, screen_blue_offset + scaled_uv).x;
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vec2 grid_2d = sin(fract(UV * pixel_size + 0.5) * 3.14);
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float grid = grid_2d.x * grid_2d.y;
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grid = grid * 0.6 + 0.4;
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ALBEDO = vec3(0.0);
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SPECULAR = 0.25;
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ROUGHNESS = 0.45;
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vec3 iris = vec3(0.0);
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iris.r = ((screen_color.r * face_red) / 3.0);
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iris.g = ((screen_color.g * face_green) / 3.0);
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iris.b = ((screen_color.b * face_blue) / 3.0);
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iris.rgb *= 1.0 - screen_color.a;
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vec3 fill = screen_color.rgb * screen_color.a;
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EMISSION = (iris + fill) * grid * intensity;
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}
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