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Dog-Lynx-And-HCN/shaders/Laser.gdshader
T

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shader_type canvas_item;
uniform vec4 color: source_color;
uniform float laser_width: hint_range(0.01, 1.0) = 0;
uniform float soft_edge: hint_range(0.0, 0.5) = 0.5;
void fragment() {
float dist = abs(UV.x - 0.5);
float core = 1.0 - smoothstep(0.0, laser_width, dist);
float edge = 1.0 - smoothstep(laser_width, laser_width + soft_edge, dist);
float alpha = max(core, edge);
COLOR = color;
COLOR.a = alpha;
}