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2 years ago
shader_type spatial;
render_mode blend_add,unshaded;
uniform sampler2D tex_noise : source_color;
uniform sampler2D tex_mask : source_color;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
vec2 uv2 = UV - 1.0 * vec2(mod(TIME, 2.0) - 1.0, 0);
vec4 col_noise = texture(tex_noise, UV - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0));
vec4 col_mask = texture(tex_mask, UV);
vec4 col_screen = textureLod(screen_texture, SCREEN_UV, 0.0);
vec4 col = col_screen;
ALBEDO = col.rgb;
ALPHA = col_mask.r;
}