add fog and effects
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@@ -1,6 +1,6 @@
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shader_type spatial;
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render_mode unshaded, depth_draw_never, cull_disabled, blend_mix;
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/*
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group_uniforms TextureCheck;
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uniform sampler2D fog_noise : repeat_enable, filter_linear_mipmap;
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uniform bool use_red_as_alpha = true;
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@@ -37,4 +37,4 @@ void fragment() {
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ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
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ALPHA = fog_color.a * noise_alpha * edge_mask;
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}*/
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}
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