shader_type spatial; #define GPU_TRAIL #include "res://addons/GPUTrail/shaders/gputrail_lib.gdshaderinc" varying vec2 trail_uv; void vertex(){ PREPARE_TRAIL(); // Save the trail UV coordaintes for later trail_uv = UV; // Scroll textures slowly along the length of the trail //UV.x -= fract(TIME*.4); } void fragment(){ PREPARE_TRAIL_TEXTURES(); // Alpha erosion ALPHA = max(ALPHA - trail_uv.x, 0.0); }