Matrix style 3D hologram

The third screenshot is the texture that was used in the other screenshots.

Shader code
shader_type spatial;

uniform sampler2D img;
uniform float x_scale = 10.0;
uniform float y_scale = 10.0;
uniform float time = 0.5;

void fragment(){
	float x = mod(UV.x, 1.0/x_scale);
	float y = mod(UV.y, 1.0/y_scale);
	EMISSION = vec3(0.0, 1.0, 0.0);
	
	float direction;
	if(mod(UV.x, 2.0/x_scale)-mod(x, 1.0/x_scale) == 0.0){
		direction = -TIME/3.0;
	}else{
		direction = TIME/3.0;
	}
	
	vec3 tex = texture(img, vec2(x*x_scale, direction+TIME+y*y_scale)).rgb;
	float brightness = mod(UV.y - (TIME*time) + y + UV.x-x, 0.5);
	ALPHA = 0.1+pow(tex.x * brightness, 0.75);
	if(ALPHA > 0.5){EMISSION = vec3(0.5, 1.0, 0.5);}
}
Tags
3d, dripping, hologram, matrix, Spatial
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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