shader_type spatial;
render_mode blend_add, specular_disabled, ambient_light_disabled, unshaded, cull_disabled;

uniform sampler2D borealis_texture: source_color;
uniform sampler2D borealis_noise;
uniform float speed = 0.05;
uniform float brightnes = 0.5;

void fragment() {
    vec2 noise = texture(borealis_noise, pow(vec2(UV2.x, UV.y) * 0.50, vec2(1,3)) + vec2(0, TIME * speed)).xy - 0.6;
	vec3 color = pow(texture(borealis_texture, UV2 + vec2(0, TIME * speed) + noise * .3).xyz, vec3(0.5)) * texture(borealis_texture, clamp(UV + noise * vec2(.2, .1), vec2(0), vec2(1))).aaa;
    ALBEDO = pow(color, 0.7 + vec3(texture(borealis_noise, UV2 * 0.5 + noise).r)) * brightnes;
    //ALBEDO = color * texture(borealis_noise, UV2 * 0.5 + noise).r * brightnes;
    FOG = vec4(.0);
}
