16 lines
433 B
Plaintext
16 lines
433 B
Plaintext
shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, diffuse_lambert, specular_schlick_ggx, world_vertex_coords, cull_disabled;
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uniform vec3 goal_color;
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void vertex() {
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float height = max(0.0, (1.0 - VERTEX.y));
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float boost = (sin(TIME) + 3.0)/4.0;
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COLOR = vec4(goal_color * boost * height, boost * height);
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}
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void fragment() {
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ALBEDO = COLOR.xyz;
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ALPHA = COLOR.w;
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EMISSION = COLOR.xyz * 2.0;
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} |