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shader_type canvas_item;
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render_mode blend_mix;
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uniform float speed = 16;
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uniform vec2 direction = vec2(1, 0);
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uniform vec4 tint_color : source_color;
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void fragment() {
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vec4 color = texture(TEXTURE, UV - direction * TIME * speed);
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COLOR = color * tint_color;
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}
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