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_mask2 : 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(mod(TIME, 2.0) - 1.0, 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)); //vec4 col_mask2 = texture(tex_mask2, UV); //float noiseValueX = col_noise.r; //float noiseValueY = col_noise.r; //vec2 noiseDistort = vec2(noiseValueX, noiseValueY) * 0.1 * col_mask2.r; //vec3 distortedScreenTexture = vec3(texture(screenTexture, SCREEN_UV + noiseDistort).rgb); // ALBEDO = col.rgb; ALPHA = col_mask.r * COLOR.a; }