Files
Shrender-Man/GodotRetro/Object Shaders/PSX Shaders/psx_unlit.shader
2026-03-02 02:17:04 +00:00

39 lines
1.3 KiB
GLSL
Executable File

//SHADER ORIGINALY CREADED BY "marmitoTH" FROM GITHUB
//
//GITHUB LINK : https://github.com/marmitoTH/godot-psx-shaders
shader_type spatial;
render_mode skip_vertex_transform, diffuse_lambert_wrap, specular_disabled, cull_disabled, unshaded, depth_draw_alpha_prepass;
uniform vec4 color : hint_color;
uniform sampler2D albedoTex : hint_albedo;
uniform float specular_intensity : hint_range(0, 1);
uniform float resolution = 256;
uniform float cull_distance = 5;
uniform float affine_texture_mapping_amount : hint_range(0,2);
uniform vec2 uv_scale = vec2(1.0, 1.0);
uniform vec2 uv_offset = vec2(.0, .0);
varying vec4 vertex_coordinates;
void vertex() {
UV = UV * uv_scale + uv_offset;
float vertex_distance = length((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)));
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
float vPos_w = (PROJECTION_MATRIX * vec4(VERTEX, 1.0)).w;
VERTEX.xy = vPos_w * floor(resolution * VERTEX.xy / vPos_w) / resolution;
vertex_coordinates = vec4(UV * VERTEX.z, VERTEX.z, .0);
if (vertex_distance > cull_distance)
VERTEX = vec3(.0);
}
void fragment() {
vec4 tex = texture(albedoTex, mix(vertex_coordinates.xy /vertex_coordinates.z, UV.xy, affine_texture_mapping_amount));
ALBEDO = tex.rgb * color.rgb;
ALPHA = tex.a * color.a;
SPECULAR = specular_intensity;
}