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Xavier Sellier xsellier

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shader_type canvas_item;
uniform float row_offset : hint_range(0.0, 1.0, 0.01);
uniform vec2 direction = vec2(0.77, 0.77);
uniform float speed = 10.0;
uniform float skew_amount : hint_range(-1.0, 1.0, 0.01) = 0.5;
uniform float perspective_amount = -0.5;
void fragment() {