2007 Blox Engine graphic shader
Disclaimer: This is not an accurate shader, just a close resemblance.
A 2007 blox graphics shader for old blox lovers :>
Game’s Web Page: https://classicsandbox.neocities.org/
Shader code
// This shader was created by Aeix, also known as "tqef".
// You are always free to use this shader, but please consider crediting me!
// Thanks for using my shader in your personal projects <3
shader_type spatial;
render_mode unshaded, cull_back, depth_draw_opaque;
uniform vec4 albedo_color : source_color = vec4(0.95, 0.85, 0.35, 1.0);
uniform sampler2D albedo_tex : source_color;
uniform bool use_albedo_tex = false;
uniform vec4 specular_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float spec_intensity : hint_range(0.0, 2.0) = 0.9;
uniform float shininess : hint_range(1.0, 128.0) = 36.0;
uniform float rim_intensity : hint_range(0.0,1.0) = 0.08;
uniform float rim_power : hint_range(0.5,8.0) = 3.0;
varying vec3 world_position;
varying vec3 world_normal;
void vertex() {
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
void fragment() {
ALPHA_HASH_SCALE = 1.0;
// base color (texture optional)
vec4 base = albedo_color;
if (use_albedo_tex) {
base *= texture(albedo_tex, UV);
}
// WORLD-space normal and view vector
vec3 N = normalize(world_normal); // surface normal (world space)
vec3 V = normalize(CAMERA_POSITION_WORLD - world_position); // view vector from fragment -> camera
// Fake specular highlight:
// We don't use engine lights (unshaded). Emulate a glossy spot by
// computing a simple Blinn-like specular with a fixed "light" in view direction.
vec3 H = normalize(V + vec3(0.0, 0.0, 1.0)); // half-vector biased toward camera-front
float spec = pow(max(dot(N, H), 0.0), shininess);
vec3 spec_contrib = specular_color.rgb * (spec * spec_intensity);
// Small rim highlight (gives that toy/plastic silhouette sheen)
float rim = pow(1.0 - max(dot(N, V), 0.0), rim_power) * rim_intensity;
vec3 rim_contrib = specular_color.rgb * rim;
// Combine and output
ALBEDO = base.rgb + spec_contrib + rim_contrib;
ALPHA = base.a;
}


I was working on an old roblox remake engine with Godot, (Full RBLX file loading and everything) so this is awfully convenient. Guess I will return to it some day! Awesome!
Hahaha I am also working on one.
https://classicsandbox.neocities.org/ <- The Remake I am working on.
So maybe sometime you can check If I did any updates or anything cuz I dont really have a steady/strict development.
ROBLOX!!! IT’S FREEE!!!1