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23
shaders/map.gdshader
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23
shaders/map.gdshader
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shader_type canvas_item;
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uniform int mode = 1;
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uniform sampler2D gradient;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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if (mode == 1) {
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COLOR = COLOR;
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}
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if (mode == 2)
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{
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vec4 ree = texture(gradient, vec2(COLOR.r));
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COLOR = ree;
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}
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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