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15 lines
263 B
GLSL
15 lines
263 B
GLSL
shader_type canvas_item;
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render_mode blend_mix;
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uniform float amount = 20.0;
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void fragment() {
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vec2 uv = UV * 0.05;
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float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453);
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vec4 col = texture(TEXTURE, UV);
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col.a *= pow(a, amount);
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COLOR = col;
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}
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