x-ray vision shader

Godot Version

godot 4.2

Question

im trying to take a shader script from godot 3.5 and use it in godot 4.2.1 stable and having trouble with the conversion like th wrong syntax, unknow identifiers etc here is the script "/* -----------------
X-ray shader by Michael Watt
Thanks to KubikPixel for the SciFi Hologram shader on which much of this code is based, and GDQuest for the demo scene I used for troubleshooting.

This is the consolidation of the x-ray shaders shown in the video:
https://youtu.be/seIYhuF6Tdk

Please note that this shader is designed for experimentation, and is
therefore not optimized for performance.

MIT License
----------------- */

shader_type spatial;
render_mode unshaded, depth_test_disable;

// Options for testing different effects
uniform bool enable_glow = false;
uniform bool enable_lines = false;
uniform bool enable_flicker = false;
uniform bool enable_pattern = false;

// Used for Magic and SciFi effects
uniform mediump vec4 base_color : hint_color = vec4(0.0, 1.0, 0.0, 1.0);
uniform mediump vec4 glow_color : hint_color = vec4(0.5, 0.75, 1.0, 1.0);
uniform lowp float glow_itensity : hint_range(0, 20) = 4.5;
uniform lowp float glow_amount : hint_range(0, 20) = 4.5;

// Used for SciFi effect
uniform lowp float flickering : hint_range(0, 1) = 0.55;
uniform sampler2D static_texture;
uniform mediump float line_width : hint_range(0, 1) = 0.005;
uniform mediump float line_blur : hint_range(0, 1) = 0.2;
uniform mediump float line_speed : hint_range(-1, 1) = 0.02;
uniform bool straight_lines = true;
uniform mediump float interrupt_width : hint_range(0, 1) = 0.5;
uniform mediump float interrupt_blur : hint_range(0, 1) = 0.25;
uniform mediump float interrupt_speed : hint_range(-1, 1) = 0.2;

// Used for Pattern effect
uniform sampler2D pattern_texture;

//Note: higher amount values result in a thinner line
vec3 fresnel_glow(float amount, float intensity, vec3 color, vec3 normal, vec3 view) {
return pow((1.0 - dot(normalize(normal), normalize(view))), amount) * color * intensity;
}

void fragment () {
vec2 canvas;
if (straight_lines) {
canvas = SCREEN_UV;
} else {
canvas = vec2(VIEW.x, VIEW.y);
}
vec2 lines = vec2(clamp(sin((TIME * line_speed + canvas.y) / line_width), line_blur, 1.0 - line_blur), canvas.x);
vec2 interupts = vec2(clamp(sin((TIME * interrupt_speed + canvas.y) / interrupt_width * 3.0), interrupt_blur, 1.0 - interrupt_blur), canvas.x);

float flicker;
if (enable_flicker){
	flicker = clamp(fract(cos(TIME) * 43758.5453123), flickering, 1.0);
} else {
	flicker = 1.0;
}

vec4 imgtex;
if(enable_pattern) {
	imgtex = texture(pattern_texture, SCREEN_UV);
} else {
	imgtex = base_color;
}

imgtex *= flicker * texture(static_texture, lines * interupts);
vec3 imgtex_color = vec3(imgtex.r, imgtex.g, imgtex.b);

ALBEDO = imgtex_color;

if(enable_glow)
{
	vec3 fresnel_color = vec3(glow_color.r, glow_color.g, glow_color.b);
	vec3 fresnel = fresnel_glow(glow_amount, glow_itensity, fresnel_color, NORMAL, VIEW);
	ALBEDO += fresnel;
}

EMISSION = glow_amount * vec3(glow_color.r, glow_color.g, glow_color.b);

if(enable_lines)
	ALPHA = lines.x * interupts.x;

}"