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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;
}
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