played with shaders, grass height, sky effects
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shader_type spatial;
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render_mode unshaded, depth_draw_always;
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uniform sampler2D input_texture : source_color, filter_nearest;
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float random(vec2 uv) {
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return fract(sin(dot(uv.xy,
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vec2(12.9898,78.233))) * 43758.5453123);
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}
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void vertex() {
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// Called for every vertex the material is visible on.
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if (VERTEX.y > 0.0) {
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VERTEX.x += VERTEX.x * abs(sin(TIME))/(5.0);
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VERTEX.z += VERTEX.x * abs(sin(TIME))/(10.0);
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}
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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ALBEDO = texture(input_texture, UV).rgb;
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ALPHA = texture(input_texture, UV).a;
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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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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