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tgcc/core/daynight/fog.gdshader

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shader_type spatial;
render_mode unshaded, depth_draw_never, cull_disabled, blend_mix;
group_uniforms TextureCheck;
uniform sampler2D fog_noise : repeat_enable, filter_linear_mipmap;
uniform bool use_red_as_alpha = true;
group_uniforms Settings;
uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5);
uniform float fog_density : hint_range(0.0, 1.0) = 0.25;
uniform vec2 scroll_speed = vec2(0.05, 0.01);
uniform vec2 texture_scale = vec2(1.0, 1.0);
group_uniforms Edges;
uniform float edge_softness_y : hint_range(0.0, 0.5) = 0.2;
uniform float edge_softness_x : hint_range(0.0, 0.5) = 0.1;
group_uniforms Illumination;
uniform float night_intensity : hint_range(0.0, 1.0) = 0.0;
uniform vec3 sun_color : source_color = vec3(1.0);
void fragment() {
vec2 moving_uv = UV * texture_scale + (TIME * scroll_speed);
vec4 noise_tex = texture(fog_noise, moving_uv);
float noise_alpha = noise_tex.a;
if (use_red_as_alpha) {
noise_alpha = noise_tex.r;
}
float fade_y = smoothstep(0.0, edge_softness_y, UV.y) * smoothstep(1.0, 1.0 - edge_softness_y, UV.y);
float fade_x = smoothstep(0.0, edge_softness_x, UV.x) * smoothstep(1.0, 1.0 - edge_softness_x, UV.x);
float edge_mask = fade_x * fade_y;
//Paint fog with sun color
vec3 tinted_fog = fog_color.rgb * sun_color;
vec3 dark_fog = tinted_fog * 0.5;
ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
}