Blobby/src/Environment/Grass/ShaderGrass.gdshader

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shader_type canvas_item;
uniform float displacement_coefficient_x;
void fragment() {
vec4 environment_color = texture(SCREEN_TEXTURE, SCREEN_UV);
vec4 sprite_color = texture(TEXTURE, UV);
float gradient_factor = step(UV.y, 1);
if(sprite_color.a > 0.1){
COLOR = mix(environment_color, sprite_color, gradient_factor);
}
else{
COLOR = sprite_color
}
}
void vertex() {
VERTEX += vec2(displacement_coefficient_x,0.0) * (1.0 - UV.y);
}