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			20 lines
		
	
	
		
			681 B
		
	
	
	
		
			Plaintext
		
	
| 
											10 months ago
										 | shader_type spatial; | ||
|  | render_mode blend_add,unshaded,depth_test_disabled,cull_disabled; | ||
|  | 
 | ||
|  | uniform sampler2D tex_main : source_color; | ||
|  | uniform sampler2D tex_noise : source_color; | ||
|  | uniform sampler2D tex_mask : source_color; | ||
|  | uniform sampler2D tex_gradient : source_color; | ||
|  | uniform sampler2D screenTexture : hint_screen_texture; | ||
|  | 
 | ||
|  | void fragment() { | ||
|  | 	vec4 col_main = texture(tex_main, UV); | ||
|  | 	vec4 col_noise = texture(tex_noise, UV + 0.5 * vec2(0, mod(TIME * 5.0, 2.0) - 1.0)); | ||
|  | 	vec4 col_mask = texture(tex_mask, UV); | ||
|  | 	vec4 col = (col_noise + col_main) * col_mask; | ||
|  | 	col = texture(tex_gradient, vec2(clamp(col.r,0.0,1.0),0.5)); | ||
|  | 
 | ||
|  | 	ALBEDO = col.rgb; | ||
|  | 	ALPHA = col_noise.r * col_mask.r * COLOR.a; | ||
|  | } |