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path: root/client/menu/menu_background.gdshader
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shader_type spatial;

uniform sampler2D noise : source_color;
uniform vec3 ccloud : source_color;
uniform vec3 csky : source_color;

void fragment() {
	vec2 uv = UV * 0.9;
	uv += TIME * vec2(0.001,0.002);
	
	float f = texture(noise, uv).x;
	f = 1. - f;
	f = pow(f, 1.5);
	f = floor(f*5.)/5.;
	f = pow(f, 2.);
	
	ALBEDO = mix(csky, ccloud, f);
}