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16 lines
375 B
Plaintext
16 lines
375 B
Plaintext
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1 year ago
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shader_type spatial;
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render_mode unshaded,cull_disabled;
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uniform sampler2D tex_main : source_color;
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uniform sampler2D tex_noise : source_color;
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void fragment() {
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vec4 col = texture(tex_main, UV);
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float noise_alpha = texture(tex_noise, UV).r;
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if (COLOR.a >= noise_alpha){
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noise_alpha = 1.0;
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}
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ALBEDO = COLOR.rgb;
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ALPHA = COLOR.a * col.r * noise_alpha;
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}
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