hero-mark-2/shaders/water_ripple.gdshader
2023-03-08 01:07:24 -05:00

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shader_type canvas_item;
uniform float offset = 1.5;
uniform float speed = 0.5;
uniform float waves = 2.0;
uniform float color_amount = 0.2;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += floor(sin(TIME * speed - SCREEN_UV.y * waves) * offset) * SCREEN_PIXEL_SIZE.x;
COLOR = mix(texture(SCREEN_TEXTURE, uv), COLOR, color_amount);
}