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23 lines
507 B
Plaintext
23 lines
507 B
Plaintext
shader_type spatial;
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uniform float u_time;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 st = FRAGCOORD.xy;
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float r = sin(st.x * .003 + TIME);
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float g = sin(st.y * .003 + TIME);
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float b = cos(r/g);
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ALBEDO = vec3(r, g, b);
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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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