shader_type spatial;
render_mode unshaded, depth_draw_always;

uniform sampler2D input_texture : source_color, filter_nearest; 

float random(vec2 uv) {
    return fract(sin(dot(uv.xy,
        vec2(12.9898,78.233))) * 43758.5453123);
}
void vertex() {
	// Called for every vertex the material is visible on.
	if (VERTEX.y > 0.0) {
		VERTEX.x += VERTEX.x * abs(sin(TIME))/(5.0);
		VERTEX.z += VERTEX.x * abs(sin(TIME))/(10.0);
	}
	
}

void fragment() {
	// Called for every pixel the material is visible on.
	ALBEDO = texture(input_texture, UV).rgb;
	ALPHA = texture(input_texture, UV).a;
	ALPHA_SCISSOR_THRESHOLD = 0.5;
}


//void light() {
//	// Called for every pixel for every light affecting the material.
//	// Uncomment to replace the default light processing function with this one.
//}
