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			18 lines
		
	
	
		
			599 B
		
	
	
	
		
			Plaintext
		
	
| 
											2 years 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; | ||
|  | 
 | ||
|  | void fragment() { | ||
|  | 	vec2 uv = clamp(UV,vec2(0.01,0.01),vec2(0.99,0.99)); | ||
|  | 	vec2 uv_noise = uv - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0); | ||
|  | 	vec4 col_main = texture(tex_main, uv); | ||
|  | 	vec4 col_noise = texture(tex_noise, uv_noise); | ||
|  | 	vec4 col_mask = texture(tex_mask, uv); | ||
|  | 	vec4 col = col_mask * COLOR * 1.0 + (col_noise + col_main) * COLOR; | ||
|  | 	ALBEDO = col.rgb; | ||
|  | 	ALPHA = col_mask.r * COLOR.a; | ||
|  | } |