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- shader_type canvas_item;
- uniform float strength : hint_range(0.0, 1) = 1.0;
- uniform float cycle_speed : hint_range(0.1, 1) = 1.0;
- uniform float duration : hint_range(0.1, 1) = 1.0;
- void fragment(){
- vec4 color = texture(TEXTURE, UV);
- COLOR = vec4(1.0 - color.rgb * strength, color.a) * cos(TIME * cycle_speed) / duration;
- }
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