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shader_type canvas_item;
void vertex() {
VERTEX.x += 5.0 * sin(0.5 * TIME + 0.5 * VERTEX.y);
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}
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