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 | shader_type canvas_item;
varying vec4 vertex_color;
void vertex() {
	vertex_color = COLOR;
}
void fragment() {
	vec4 tex = texture(TEXTURE, UV) * COLOR;
	float wave = sin(VERTEX.x*0.01-TIME*10.) * 0.5 + 0.5;
	wave = pow(wave, 3.);
	COLOR = tex * (1. - wave * 0.2);
}
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