shader_type spatial;

void fragment() {
    if (UV.x > 0.5) {
        ALBEDO = vec3(0, 0.2, 1);
        ROUGHNESS = 0.2;
        RIM = 100.0;
    } else {
        ALBEDO = vec3(1, 0.2, 0);
        ROUGHNESS = 0.2;
        RIM = 100.0;
    }

}
void vertex() {
	VERTEX.y += sin(TIME * 2.0 + VERTEX.y * 5.0) * 0.2;
}
