shader_type spatial;
render_mode unshaded;

uniform float ANIM_SPEED = 100.0;

uniform float power = 1.;

void vertex() {
	float distance = sqrt(pow(VERTEX.z, 2) + pow(VERTEX.x, 2));
	VERTEX.y = min(sin(VERTEX.x * TIME * ANIM_SPEED) * power / (distance * 10. + 2.), 0.);
	
	//vec4 exhaust_color = mix(hot_color, cold_color, .5);
	COLOR = vec4(.6, .8, 1., 1.0);
}

void fragment() {
	//ALPHA = COLOR.a;
	ALBEDO = COLOR.rgb;
}