khanat-client/assets/interfaces/fx/trauma_fx.shader

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319 B
GLSL

shader_type spatial;
render_mode unshaded, cull_disabled, blend_mix;
uniform float mist_level = 0.0;
uniform float blur_amount : hint_range(0, 5);
void vertex()
{
POSITION = vec4(VERTEX, 1.0);
}
void fragment()
{
ALBEDO = textureLod(SCREEN_TEXTURE, SCREEN_UV, 5.0*mist_level).rgb;
ALPHA = mist_level;
}