xyz
doesnt work
this does work but i dont know if its a good solution
shader_type spatial;
render_mode blend_mix,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D t: hint_screen_texture;
uniform float roughness = 1.0;
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
uniform float metallic = 0.5;
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
uniform float FOV = 40.0;
void vertex() {
texture(t, UV);
float onetanfov = 1.0 / tan(0.5 * (FOV * PI / 180.0));
float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
PROJECTION_MATRIX[1][1]= -onetanfov;
PROJECTION_MATRIX[0][0] = onetanfov / aspect;
}
void fragment(){
DEPTH = FRAGCOORD.z * 5.0;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo_tex.rgb;
vec4 metallic_texture_channel =vec4(0.333333,0.333333,0.333333,0.0);
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = 0.5;
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
}