Alot of changes(description)
- finally fixed the save system so it saves new users files - added better bgs - reorganized files so its less of a clusterfuck
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shader_type canvas_item;
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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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vec2 animatedUV;
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animatedUV.x = (sin(UV.x + (TIME))/2.0)+0.5;
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animatedUV.y = (sin(UV.y + (TIME+(PI/2.0)))/2.0)+0.5;
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float color1 = 1.0 *animatedUV.x;
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float color2 = 1.0 *animatedUV.y;
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COLOR = vec4((color1*0.7)+(color2*0.3),(color1*0.5)+(color2*0.5),(color1*0.3)+(color2*0.7),1);
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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