// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.

shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_toon,specular_toon;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
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 metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;

uniform sampler2D albedo_gradient;
uniform sampler2D shadow_gradient;
uniform sampler2D fresnel_ramp;


float fresnel(float amount, vec3 normal, vec3 view) {
	return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount);
}

void vertex() {
	UV=UV*uv1_scale.xy+uv1_offset.xy;
}

void fragment() {
	float basic_fresnel = fresnel(4.0, NORMAL, VIEW);

	vec2 base_uv = UV;
	vec4 albedo_tex = texture(texture_albedo, base_uv);
	ALBEDO = albedo.rgb * albedo_tex.rgb + (basic_fresnel * texture(fresnel_ramp, vec2(basic_fresnel, 0.0)).rgb * 1.0);

	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 = 0.0;
}


void light() {
	float dotproduct = clamp(dot(NORMAL, LIGHT), -0.9, 0.9);
	float sample = clamp((dotproduct + 1.0) * ATTENUATION / 2.1, 0.05, 0.95);
	vec4 shaded = texture(shadow_gradient, vec2(sample, 0.0));
	DIFFUSE_LIGHT += (shaded.rgb * LIGHT_COLOR) / 2.0;
}