initial scaffolding
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16
root.gdshader
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16
root.gdshader
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shader_type canvas_item;
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uniform float sensor_distance = 2.0;
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uniform float sensor_angle = 15.0;
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uniform float rotation_angle = 23.0;
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uniform float move_distance = 2.67;
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uniform float decay_factor = 0.75;
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void fragment() {
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COLOR = vec4(0.05, 0.05, 0.05, 1.0);
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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