new outline shader
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@@ -1,18 +1,25 @@
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shader_type spatial;
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uniform sampler2D noise;
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varying float pos_y;
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void vertex() {
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// Called for every vertex the material is visible on.
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pos_y = VERTEX.y;
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//pos_y = POSITION.y;
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//POSITION.y = 0.0;
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}
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void fragment() {
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//ALBEDO = vec3(0.000275,0.0,0.665027);
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EMISSION = vec3(0.0,0.0,1.0);
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EMISSION = vec3(0.0,0.0,10.0);
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if( TIME < 1800.0 ) {
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ALBEDO = texture(noise,UV + TIME / 5.0).rgb;
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}
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else {
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ALBEDO = texture(noise,UV - TIME).rgb;
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ALBEDO = texture(noise,UV - TIME / 5.0).rgb;
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}
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CLEARCOAT = 5.0;
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}
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