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shader_type spatial;
render_mode blend_add,unshaded;
uniform sampler2D tex_main : source_color;
uniform sampler2D tex_noise : source_color;
uniform sampler2D tex_mask : source_color;
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_mask * COLOR * 1.0 + (col_noise + col_main) * COLOR;
ALBEDO = col.rgb;
ALPHA = col_mask.r * COLOR.a;
}