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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.
//}