shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, shadows_disabled; //Wire color uniform vec4 albedo_color : source_color = vec4(0.1, 0.1, 0.1, 1.0); global uniform float global_wind_strength; global uniform float global_wind_speed; global uniform float global_wind_fade; void vertex() { //COLOR.r is the drawing. 0 -> lampost (no move); 1.0 is the center of the wire float movement = COLOR.r; float wind_amount = global_wind_strength * global_wind_fade; //Create a wave (based on position and time to be random) float wind_wave = 0.0; float vertical_wave = 0.0; if (global_wind_speed > 0.0 && wind_amount > 0.0) { wind_wave = sin(TIME * global_wind_speed + NODE_POSITION_WORLD.x * 0.5 + NODE_POSITION_WORLD.z * 0.35) * wind_amount; vertical_wave = sin(TIME * global_wind_speed * 0.7 + NODE_POSITION_WORLD.z * 0.35) * wind_amount; } VERTEX.x += wind_wave * 0.28 * movement; VERTEX.y += vertical_wave * 0.125 * movement; VERTEX.z += wind_wave * 0.24 * movement; } void fragment() { ALBEDO = albedo_color.rgb; ROUGHNESS = 0.9; }