// NOTE: Shader automatically converted from Godot Engine 4.0.dev's StandardMaterial3D. shader_type spatial; render_mode unshaded; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable; varying vec4 custom0; varying vec4 custom1; varying vec4 custom2; void vertex() { UV=UV; UV2=UV2; custom0 = CUSTOM0; custom1 = CUSTOM1; custom2 = CUSTOM2; } void fragment() { if (SCREEN_UV.x < 0.25) { ALBEDO = vec3(UV, UV2.x); } else if (SCREEN_UV.x < 0.5) { ALBEDO = abs(custom0.xyz); //ALBEDO = any(lessThan(abs(custom0.xyz),vec3(0.01))) ? vec3(0.0,100.0,0.0) : vec3(1.0); } else if (SCREEN_UV.x < 0.75) { ALBEDO = abs(custom1.xyz); //ALBEDO = any(lessThan(abs(custom1.xyz),vec3(0.01))) ? vec3(0.0,100.0,0.0) : vec3(1.0); } else { ALBEDO = abs(custom2.xyz); //ALBEDO = any(lessThan(abs(custom2.xyz),vec3(0.01))) ? vec3(0.0,100.0,0.0) : vec3(1.0); } }