cosmic/shaders/nebula.gdshader
2024-01-13 17:23:49 +05:00

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shader_type canvas_item;
uniform sampler2D noise_texture;
uniform float divisor = 10.0;
uniform vec2 offset;
uniform vec3 nebula_color : source_color;
void fragment() {
float color_amount = texture(noise_texture,fract(UV+offset/divisor)).r;
COLOR = vec4(mix(vec3(0),nebula_color,color_amount),1);
}