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shader_type canvas_item;
uniform sampler2D grade_icon;
void fragment() {
vec4 final_color = COLOR;
vec4 texture_color_waves1 = texture(grade_icon, UV*(1.0+sin(FRAGCOORD.x*0.013+TIME+FRAGCOORD.y*0.05)));
final_color.rgb = mix(
final_color.rgb,
final_color.rgb * 0.97,
texture_color_waves1.a
);
vec4 texture_color_waves2 = texture(grade_icon, vec2(UV.x*1.2-0.1, float(int(FRAGCOORD.y+TIME*23.0)%60)/50.0));
final_color.rgb = mix(
final_color.rgb,
final_color.rgb * 0.95,
texture_color_waves2.a
);
int step_size_x = 7;
int step_size_y = 9;
vec4 texture_color_waves3 = texture(grade_icon, vec2(
float(int(FRAGCOORD.x-TIME*3.0)%step_size_x)/float(step_size_x-1),
1.0-float(int(FRAGCOORD.y-TIME)%step_size_y)/float(step_size_y-1)
));
final_color.rgb = mix(
final_color.rgb,
final_color.rgb * 0.91,
texture_color_waves3.a
);
// Stretched
vec4 texture_color_base = texture(grade_icon, UV);
final_color.rgb = mix(
final_color.rgb,
final_color.rgb * 0.85,
texture_color_base.a
);
COLOR = final_color;
}