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ShootahGame3D/mob/spawner/spawner_halo.gdshader

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shader_type spatial;
uniform vec3 color : source_color;
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void fragment() {
float f = fresnel(0.8, NORMAL, VIEW);
float wave = abs((sin((UV.y - TIME * 0.1) * 10.0 * PI) + 1.0) / 2.0);
ALBEDO = color;
EMISSION = color * 2.0;
ALPHA = step(UV.y, wave) * (1.0 - UV.y) * (1.0 - f);
}