10 lines
No EOL
254 B
Text
10 lines
No EOL
254 B
Text
shader_type canvas_item;
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uniform vec2 speed = vec2(0.0, 0.0);
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uniform vec2 ammount = vec2(0.0, 0.0);
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uniform vec2 offset = vec2(0.0, 0.0);
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uniform vec2 delay = vec2(0.0, 0.0);
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void vertex() {
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VERTEX += sin(speed * (delay + TIME)) * ammount + offset;
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} |