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float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) { | |
TransformCamera cam = getTransformCamera(); | |
vec4 position = cam._viewInverse * _positionES; | |
if (mod(position.y + cos(iGlobalTime), 0.25) < 0.125 + 0.05 * cos(iGlobalTime * 1.5)) { | |
discard; | |
} | |
diffuse = 0.5 * (normalize(_normalWS) + vec3(1.0)); | |
return 0.0; | |
} |
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