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