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- shader_type spatial;
- uniform vec4 color : source_color = vec4(1.0, 0.0, 0.0, 0.5);
- uniform float energy = 1.0;
- varying float f;
- void vertex() {
- f = VERTEX.z + 0.5;
- }
- void fragment() {
- // Called for every pixel the material is visible on.
- ALBEDO = color.rgb;
- ALPHA = color.a * f * energy;
- }
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