18 lines
445 B
Plaintext
18 lines
445 B
Plaintext
shader_type spatial;
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render_mode unshaded;
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/*
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uniform float time_scale = 3.0;
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uniform float wave_amplitude = 0.5;
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uniform float wave_frequency = 1.0;
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void vertex() {
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float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
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float scaled_time = (TIME + random_seed_offset) * time_scale;
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VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
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}
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void fragment() {
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ALBEDO = COLOR.rgb;
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ALPHA = COLOR.a;
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}*/ |