shader_type canvas_item;

uniform sampler2D noise;

float rng(vec2 st)
{
	return fract(sin(dot(st,vec2(16.125125,61.2155215125)))*12512.0);
}

void fragment() {
	float capped_time = (sin(TIME/4.0) + 1.0);
	if (abs(UV.x + UV.y - capped_time) < 0.05 || abs(UV.x + UV.y - capped_time - 0.75) < 0.05)
	{
		COLOR.rgb = vec3(255.0/255.0,127.0/255.0,80.0/255.0);
	}
	COLOR.a = step(0.4 + 0.05 * sin((TIME+1.0)/4.0),COLOR.a*texture(noise,UV).a);
}
