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++ VARYING vec4 vCustomData;
++ VARYING vec3 vGlobalPosition;
++
++ void MAIN()
++ {
++ METALNESS = 0.0;
++ ROUGHNESS = 1.0;
++ FRESNEL_POWER = 5.0;
++
++ float c;
++
++ if (vCustomData.x > 0)
++ c = 1.0 - (1.0 + sin(sqrt(vGlobalPosition.x*vGlobalPosition.x + vGlobalPosition.z*vGlobalPosition.z) - uTime/200.0)) * 0.2;
++ else
++ c = 1.0 - 0.25 * (UV0.x*UV0.x + UV0.y*UV0.y);
++
++ BASE_COLOR = vec4(c, c, c, 1.0);
++ }