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;
	float f = random2(UV + round(TIME*speed)/speed);
	if (f > 0.1) {
		discard;
	}
	ALBEDO = vec3(0.0);
}