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- shader_type canvas_item;
- uniform float radius = 0.;
- float rand(vec2 co){
- //return 0.;
- return (fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - 0.5)*0.02;
- }
- void fragment() {
-
-
- vec3 col = vec3(0);
-
- for (int i = 0; i < 10; i++) {
- col+=texture(TEXTURE,
- SCREEN_UV
- +vec2(
- rand(SCREEN_UV+vec2(0,TIME-float(i))),
- rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.))*1.5 //WHY? Idk.
- )
- ).rgb;
- }
- col/=10.0;
-
- COLOR.rgb = col;
- }
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