shader_type spatial; uniform float progress = 0.; uniform bool bad = false; void fragment() { vec3 color = vec3(0., 1., 0.); float alpha_fac = 1.; if (bad) { color = vec3(1., 0., 0.); alpha_fac = sin(TIME * 15.) * .5 + 1.; } if (UV.x > progress) { ALPHA = 0.1; } ALPHA *= alpha_fac; ALBEDO = color; } void vertex() { mat4 modified_model_view = VIEW_MATRIX * mat4( INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3] ); MODELVIEW_MATRIX = modified_model_view; }