batrix/shaders/cel_shader/includes/occlusion.gdshaderinc
2025-02-27 02:08:29 +10:00

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group_uniforms Occlusion;
uniform float ao_light_affect: hint_range(0,1) = 0.0;
uniform sampler2D ao_map : hint_default_white;
group_uniforms;
struct OcclusionData {
float ao;
float ao_light_affect;
};
OcclusionData occlusion_fragment(vec2 uv) {
return OcclusionData(
texture(ao_map, uv).r,
ao_light_affect
);
}