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tgcc/core/daynight/wind.gdshader

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