hurrmmm/godot/control_scheme/control_target_overlay.gdsh...

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shader_type spatial;
#include "res://shaders/noise.gdshaderinc"
render_mode depth_prepass_alpha, depth_test_disabled;
void vertex() {
VERTEX *= 0.999;
}
void fragment() {
float scale = 50.0;
float speed = 1000.0;
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float f = random2(UV + round(TIME*speed)/speed);
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if (f > 0.1) {
discard;
}
ALBEDO = vec3(0.0);
}