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