trijam-355-inconvenient-sup.../test_shader.gdshader

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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.
//}