init
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform float frame_index : hint_range(0.0, 1024.0) = 0.0;
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uniform float frame_count : hint_range(1.0, 1024.0) = 5.0;
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void fragment() {
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float frame_width = 1.0 / frame_count;
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float frame_u = frame_index * frame_width;
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vec2 uv = UV;
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uv.x = uv.x * frame_width + frame_u;
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vec4 color = texture(TEXTURE, uv) * COLOR;
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float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114));
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color.a *= luma;
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#ifdef ALPHA_CLIP
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if (color.a < 0.001)
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discard;
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#endif
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COLOR = color;
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}
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