Grassy knoll
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/* normal.gdshader
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This file is part of: SimpleGrassTextured
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Copyright (c) 2023 IcterusGames
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
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shader_type canvas_item;
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render_mode blend_mix;
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const float LVL = 4.0;
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uniform sampler2D depth_texture : repeat_disable, filter_nearest, hint_default_white;
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float get_value(sampler2D tex, vec2 uv) {
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vec4 color = textureLod(tex, uv, 0);
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return (round(color.r * 65280.0) + round(color.g * 255.0)) / 65535.0;
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}
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void fragment() {
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vec2 pixel = 1.0 / vec2(textureSize(depth_texture, 0));
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float c = get_value(depth_texture, UV);
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float l = get_value(depth_texture, UV - (vec2(1.0, 0.0) * pixel));
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float r = get_value(depth_texture, UV + (vec2(1.0, 0.0) * pixel));
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float u = get_value(depth_texture, UV - (vec2(0.0, 1.0) * pixel));
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float d = get_value(depth_texture, UV + (vec2(0.0, 1.0) * pixel));
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COLOR = vec4((r - l) * LVL * 0.5 + 0.5, (d - u) * LVL * 0.5 + 0.5, 1.0 - c, 1.0);
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}
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