shader_type spatial; render_mode unshaded, depth_draw_always; uniform sampler2D input_texture : source_color, filter_nearest; float random(vec2 uv) { return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123); } void vertex() { // Called for every vertex the material is visible on. if (VERTEX.y > 0.0) { VERTEX.x += VERTEX.x * abs(sin(TIME))/(5.0); VERTEX.z += VERTEX.x * abs(sin(TIME))/(10.0); } } void fragment() { // Called for every pixel the material is visible on. ALBEDO = texture(input_texture, UV).rgb; ALPHA = texture(input_texture, UV).a; ALPHA_SCISSOR_THRESHOLD = 0.5; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}