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shader_type canvas_item;
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uniform vec2 tiling_scale = vec2(5.0, 5.0);
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uniform sampler2D noise : repeat_enable;
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void fragment() {
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vec2 uv = vec2(UV.x * tiling_scale.x, UV.y * tiling_scale.y); // Change 10.0 to control tiling scale
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COLOR = texture(TEXTURE, fract(uv));
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}
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