updated jump pad
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@@ -1,6 +1,6 @@
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// ATTENTION
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// This shader uses multiple include files! Copying this file alone won't work!
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// See https://github.com/eldskald/godot4-cel-shader for all the files!
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// See https://github.com/eldskald/godot4-cel-shader for all the files!
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shader_type spatial;
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@@ -85,47 +85,47 @@ void fragment() {
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ALPHA = color.a * texture(base_texture, UV).a;
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ALPHA_SCISSOR_THRESHOLD = color.a * texture(base_texture, UV).a;
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#endif
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#if USE_REFRACTION && USE_ALPHA
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EMISSION += refraction_fragment(alpha, NORMAL, SCREEN_UV, FRAGCOORD.z);
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#elif !USE_REFRACTION && USE_ALPHA
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EMISSION += transparency_fragment(alpha, SCREEN_UV);
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#endif
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SPECULAR_COLOR = specular.rgb * texture(specular_texture, UV).rgb;
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SPECULAR_AMOUNT2 = specular.a * texture(specular_texture, UV).a;
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FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
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FRESNEL_AMOUNT = fresnel.a * texture(fresnel_texture, UV).a;
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#if USE_EMISSION
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EMISSION += emission_fragment(UV);
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#endif
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#if USE_REFLECTIONS
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Surface surf = reflections_fragment(UV);
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METALLIC = surf.metallic;
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ROUGHNESS = surf.roughness;
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#endif
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#if USE_NORMAL_MAP
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NormalData normal = normal_map_fragment(UV, NORMAL, TANGENT, BINORMAL);
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NORMAL = normal.vector;
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NORMAL_MAP = normal.map;
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NORMAL_MAP_DEPTH = normal.depth;
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#endif
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#if USE_OCCLUSION
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OcclusionData occlusion = occlusion_fragment(UV);
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AO = occlusion.ao;
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AO_LIGHT_AFFECT = occlusion.ao_light_affect;
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#endif
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#if USE_ANISOTROPY
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AnisotropyData aniso = anisotropy_fragment(UV);
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ANISOTROPY_DIR = aniso.direction;
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ANISOTROPY_RATIO = aniso.ratio;
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#endif
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#if USE_BACKLIGHT
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BACKLIGHT = backlight_fragment(UV);
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#endif
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@@ -150,7 +150,7 @@ void light() {
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ATTENUATION
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);
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#endif
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#if USE_ANISOTROPY
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SPECULAR_LIGHT += anisotropy_specular(
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LIGHT_COLOR,
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