shader_type canvas_item; uniform vec2 speed = vec2(0.0, 0.0); uniform vec2 ammount = vec2(0.0, 0.0); uniform vec2 offset = vec2(0.0, 0.0); uniform vec2 delay = vec2(0.0, 0.0); void vertex() { VERTEX += sin(speed * (delay + TIME)) * ammount + offset; }