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#version 330 core
in vec2 vUV;
out vec4 FragColor;
uniform sampler2D albedo;
uniform sampler2D normalMap;
uniform int normalEnabled;
uniform float normalStrength;
uniform vec3 tint;
uniform int radialEnabled;
uniform float radialInner;
uniform float radialOuter;
void main()
{
vec4 tex = texture(albedo, vUV);
vec3 color = tex.rgb * tint;
float alpha = tex.a;
vec3 finalNormal = vec3(0.0, 0.0, 1.0);
if (normalEnabled == 1)
{
vec3 n = texture(normalMap, vUV).rgb;
n = n * 2.0 - 1.0;
finalNormal = normalize(vec3(n.x * normalStrength, n.y * normalStrength, 1.0));
}
if (radialEnabled == 1)
{
float dist = distance(vUV, vec2(0.5, 0.5));
float mask = 1.0 - smoothstep(radialInner, radialOuter, dist);
alpha *= mask;
}
if (normalEnabled == 1)
{
vec3 lightDir = normalize(vec3(0.3, 1.0, 0.5));
float l = max(dot(normalize(finalNormal), lightDir), 0.0);
color *= (0.4 + 0.6 * l);
}
FragColor = vec4(color, alpha);
}
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