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Brachistochrone/addons/Assets/enviroment assets/godot/ribbon.gdshader
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shader_type spatial;
render_mode blend_add, unshaded, cull_disabled, depth_draw_never, fog_disabled;
// UV.y = 0 at the socket, 1 at the tip. UV.x = 0..1 across the ribbon.
uniform vec4 root_color : source_color = vec4(1.0, 1.0, 1.0, 0.95);
uniform vec4 mid_color : source_color = vec4(0.47, 0.71, 1.0, 0.35);
uniform vec4 tip_color : source_color = vec4(0.16, 0.31, 1.0, 0.0);
uniform float opacity : hint_range(0.0, 2.0, 0.001) = 0.0;
void fragment() {
float v = UV.y;
float edge = abs(UV.x - 0.5) * 2.0;
float side = 1.0 - smoothstep(0.36, 1.0, edge);
vec3 col = mix(root_color.rgb, mid_color.rgb, smoothstep(0.0, 0.45, v));
col = mix(col, tip_color.rgb, smoothstep(0.35, 1.0, v));
float a = mix(root_color.a, mid_color.a, smoothstep(0.05, 0.45, v));
a = mix(a, tip_color.a, smoothstep(0.45, 1.0, v));
ALBEDO = col;
ALPHA = clamp(a * side * opacity, 0.0, 1.0);
}