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			27 lines
		
	
	
		
			995 B
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			27 lines
		
	
	
		
			995 B
		
	
	
	
		
			Plaintext
		
	
| shader_type spatial;
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| render_mode blend_add,unshaded,depth_test_disabled,cull_disabled;
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| 
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| uniform sampler2D tex_main : source_color;
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| uniform sampler2D tex_noise : source_color;
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| uniform sampler2D tex_mask : source_color;
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| uniform sampler2D tex_mask2 : source_color;
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| uniform sampler2D tex_gradient : source_color;
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| uniform sampler2D screenTexture : hint_screen_texture;
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| 
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| void fragment() {
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| 	vec4 col_main = texture(tex_main, UV);
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| 	vec4 col_noise = texture(tex_noise, UV - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0));
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| 	vec4 col_mask = texture(tex_mask, UV);
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| 	vec4 col = (col_noise + col_main) * col_mask;
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| 	col = texture(tex_gradient, vec2(clamp(col.r,0.0,1.0),0.5));
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| 
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| 	//vec4 col_mask2 = texture(tex_mask2, UV);
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| 	//float noiseValueX  = col_noise.r;
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| 	//float noiseValueY  = col_noise.r;
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| 	//vec2 noiseDistort = vec2(noiseValueX, noiseValueY) * 0.1 * col_mask2.r;
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| 	//vec3 distortedScreenTexture = vec3(texture(screenTexture, SCREEN_UV + noiseDistort).rgb);
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| 	//
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| 	ALBEDO = col.rgb;
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| 	ALPHA = col_mask.r * COLOR.a;
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| }
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