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							|  |  |  | shader_type spatial; | 
					
						
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							|  |  |  | render_mode blend_add,unshaded,depth_test_disabled; | 
					
						
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							|  |  |  | uniform sampler2D noise; | 
					
						
							|  |  |  | uniform sampler2D tex_mask : source_color; | 
					
						
							|  |  |  | uniform float distortionView : hint_range(0.0, 0.3, 0.005) = 0.03; | 
					
						
							|  |  |  | uniform float speedView : hint_range(0.0, 1.0, 0.005) = 0.5; | 
					
						
							|  |  |  | uniform sampler2D screenTexture : hint_screen_texture; | 
					
						
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							|  |  |  | void fragment()  | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	vec4 col_mask = texture(tex_mask, UV); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	float noiseValueX  = (texture(noise, UV + (TIME * speedView)).r * 2.0) - 1.0; // Range: -1.0 to 1.0 | 
					
						
							|  |  |  | 	float noiseValueY  = (texture(noise, UV + (TIME * speedView)).r * 2.0) - 1.0; // Range: -1.0 to 1.0 | 
					
						
							|  |  |  | 	vec2 noiseDistort = vec2(noiseValueX, noiseValueY) * distortionView * col_mask.r;; | 
					
						
							|  |  |  | 	vec3 distortedScreenTexture = vec3(texture(screenTexture, SCREEN_UV + noiseDistort).rgb); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	ALBEDO = distortedScreenTexture; | 
					
						
							|  |  |  | 	ALPHA = col_mask.r; | 
					
						
							|  |  |  | } |