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; }