shader_type spatial; render_mode cull_disabled, blend_add, unshaded; varying vec3 world_pos; uniform float state = 0.0; uniform sampler2D noise_color; uniform sampler2D noise_texture; void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; } void fragment() { 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); } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}