skullball/godot/shaders/goal_shader.gdshader

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