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VOLLBILD AN/AUS
QuadBillboard
GDShaderInclude Math<>():GDShaderInclude
GDShaderInclude Transform<>():GDShaderInclude
GDShaderInclude Noise<>():GDShaderInclude
GDShaderInclude Light<>():GDShaderInclude
float size<>():float
float sizeMin<>():float
float sizeMax<>():float
float randomPosition<>():float
vec4 albedo<>():vec4
float rotation<>():float
float rotationNoiseAmount<>():float
float rotationNoiseScale<>():float
sampler2D texture_albedo<>():sampler2D
sampler2D texture_normals<>():sampler2D
float normalBlendAmount<>():float
vec3 normalBlendDirection<>():vec3
float roughness<>():float
float metalness<>():float
float specular<>():float
float alpha_scissor_threshold<>():float
float alpha_antialiasing_edge<>():float
ivec2 albedo_texture_size<>():ivec2
sampler2D texture_ambient_occlusion<>():sampler2D
vec4 ao_texture_channel<>():vec4
float ao_light_affect<>():float
float yMapStart<>():float
float yMapEnd<>():float
float yMapNoiseAmount<>():float
float yMapNoiseScale<>():float
float yMapValue<>():float
sampler2D texture_yMapGradient<>():sampler2D
float uvRotation<>():float
float discardNoiseScale<>():float
float discardThreshold<>():float
float discardValue<>():float
float fresnelNormalSource<>():float
vec4 fresnelColor<>():vec4
float fresnelSharpness<>():float
float fresnelScale<>():float
float fresnelAmount<>():float
vec3 originalNormal<>():vec3
float windAmount<>():float
vec2 windSpeed<>():vec2
float windNoiseScale<>():float
float windStart<>():float
float windEnd<>():float
void vertex<>():void
void fragment<>():void












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