shader_type canvas_item; uniform vec4 base_color : source_color; //global uniform float location_fade; void fragment() { vec3 fog_color_1 = texture(TEXTURE, vec2(UV.x / 2.0 + TIME /100.0, UV.y / 4.0 - TIME / 100.0)).rgb; vec3 fog_color_2 = texture(TEXTURE, vec2(UV.x / 2.0 + 0.5 + TIME /50.0, UV.y / 4.0 + 0.5 - TIME / 160.0)).rgb; vec3 fog_color_3 = texture(TEXTURE, vec2(UV.x / 2.0 + 0.25 + TIME /25.0, UV.y / 4.0 - 0.25 - TIME / 160.0)).rgb; vec3 fog_color = mix(fog_color_3, mix(fog_color_1, fog_color_2, 0.5), 0.7); COLOR.a *= base_color.a * fog_color.r *1.5; COLOR.rgb = fog_color * base_color.rgb; //COLOR.rgb *= location_fade; // Called for every pixel the material is visible on. } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}