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1 year ago
shader_type spatial;
uniform sampler2D tex_main : source_color;
uniform bool is_shine;
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void fragment() {
vec4 col = texture(tex_main, UV);
float shine = 1.0;
if(is_shine){
shine += texture(tex_main, UV).r * (2.0 + sin(TIME*2.0));
}
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ALBEDO = COLOR.rgb * col.r;
ALPHA = COLOR.a * col.r;
EMISSION = COLOR.rgb * shine;
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}