2025-10-29 21:46:01 +00:00
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shader_type spatial;
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2026-01-24 16:03:00 +00:00
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render_mode cull_disabled, blend_add, unshaded;
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2025-10-29 21:46:01 +00:00
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varying vec3 world_pos;
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uniform float state = 0.0;
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uniform sampler2D noise_color;
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uniform sampler2D noise_texture;
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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}
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void fragment() {
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ALBEDO = texture(noise_color, fract(texture(noise_texture, world_pos.yz * vec2(0.3, 0.01) + TIME * vec2(0.0, 0.2)).yz + world_pos.yz * 0.1 + TIME * vec2(0.0, -1.0)) * vec2(0.6,state+0.1)).xyz * pow(state, 4.2);
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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